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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-05-28T13:45:06Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1638889</id>
		<title>User:XSlayer300/Sandbox 2</title>
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		<updated>2023-12-29T21:49:34Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one is (mostly) for mobile games (Sierra 7 is an exception but it has a mobile version, so), which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
* Lone Star - SAA&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tier 29 ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
* Beer Blaster - SL8&lt;br /&gt;
* Hawkeye - Sharps 1874 Long Range&lt;br /&gt;
&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
* Jingle Bell Rifle - Fictional&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Scout M390 - M14 EBR-ish&lt;br /&gt;
* Talon SR-9 - SL8&lt;br /&gt;
* Ranger 338LM - DSR-1&lt;br /&gt;
* Longshot 50 - &amp;quot;XSR-50&amp;quot; from CK2&lt;br /&gt;
* Glaive - &lt;br /&gt;
* Shogun - &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup (ie. &amp;quot;V308&amp;quot; from R6S)&lt;br /&gt;
* Antelope - NTW-20&lt;br /&gt;
* Cassowary - Blaser R93 Tactical-ish&lt;br /&gt;
* Pony - &lt;br /&gt;
* Caribou - PSG1&lt;br /&gt;
* Corsac - &lt;br /&gt;
* Bruxa - Scuffed-looking VSK-94&lt;br /&gt;
* Beak - &lt;br /&gt;
* Grave - &lt;br /&gt;
* Bayonet - VERY scuffed SL8&lt;br /&gt;
* Vulture - &lt;br /&gt;
* Crocodile - SKS with tactical furniture&lt;br /&gt;
* Tekko - &lt;br /&gt;
* Abel - F2000-ish (modified XSR-50 perhaps?)&lt;br /&gt;
* Crow - DTA SRS-ish&lt;br /&gt;
* Hippo - &lt;br /&gt;
* Halberd - AUG A3&lt;br /&gt;
* Cheetah - &lt;br /&gt;
* Kookaburra - Intervention&lt;br /&gt;
* Tiger - Blaser R93 Tactical-ish, but with wood&lt;br /&gt;
* Ashigaru - AR-variant (with HERA stock)&lt;br /&gt;
* Fennec - &lt;br /&gt;
* Moose - Heavily scuffed G36-ish&lt;br /&gt;
* Dhampir - &lt;br /&gt;
* Blanford - G36-ish, again&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - [[Van Helsing]] crossbow&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 2 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;br /&gt;
&lt;br /&gt;
== World War Heroes reference list ==&lt;br /&gt;
The &amp;quot;Assault Rifles&amp;quot; category incorrectly includes submachine guns and certain battle rifles.&lt;br /&gt;
&lt;br /&gt;
Variants of the same weapon (that are already introduced with the &amp;quot;base&amp;quot; variant) are not included.&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911&lt;br /&gt;
* Nambu 14 - Nambu Type 14 (transitional model)&lt;br /&gt;
* Mauser C96 - ditto&lt;br /&gt;
* Colt Walker - ditto&lt;br /&gt;
* Luger P08 - ditto&lt;br /&gt;
* SLD .12 - Walther Model SLD (but modified as a 12 gauge (or &amp;quot;.12 round&amp;quot;) shotgun)&lt;br /&gt;
* Nagant - Russian Nagant M1895&lt;br /&gt;
* Welrod - ditto&lt;br /&gt;
* Webley Mk. VI &amp;quot;Award&amp;quot; - ditto &lt;br /&gt;
* Voevodin - ditto&lt;br /&gt;
* S&amp;amp;W M1917 - ditto &lt;br /&gt;
* Inglis Hi-Power - ditto&lt;br /&gt;
* Walther White Haze - suppressed PPK&lt;br /&gt;
* Walther Olympia - Walther Model 1936 Olympia II&lt;br /&gt;
* CZ-27 - ditto&lt;br /&gt;
* Steyr M1912 - ditto&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Assault Rifles&amp;quot; ===&lt;br /&gt;
* M3&lt;br /&gt;
* Type 100&lt;br /&gt;
* MP 40&lt;br /&gt;
* MP 44&lt;br /&gt;
* STEN&lt;br /&gt;
* Suomi KP/-31 Kalevala&lt;br /&gt;
* Thompson&lt;br /&gt;
* MP-3008&lt;br /&gt;
* PPSh&lt;br /&gt;
* FG-E - FG 42/II&lt;br /&gt;
* PPS&lt;br /&gt;
* MPL Prototype - Walther MPL&lt;br /&gt;
* AB-46 Prototype - AB-46&lt;br /&gt;
* BSA Welgun - ditto&lt;br /&gt;
* FAL Prototype - FN Automatic Carbine&lt;br /&gt;
* AS-44&lt;br /&gt;
* PDM-42 &lt;br /&gt;
* PPT 27&lt;br /&gt;
* PPK-42&lt;br /&gt;
* PASSAM&lt;br /&gt;
* UDM42&lt;br /&gt;
* Sa vz. 23&lt;br /&gt;
* Fedorov assault rifle &lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* .405 Winchester - Winchester Model 1895&lt;br /&gt;
* Mosin-Nagant&lt;br /&gt;
* G43&lt;br /&gt;
* FG 42 - FG 42/II&lt;br /&gt;
* Mondragon Rifle&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* Volkssturmgewehr VG. 1-5 - Gustloff Volkssturmgewehr MP507&lt;br /&gt;
* Arisaka - Type ??&lt;br /&gt;
* Breda PG&lt;br /&gt;
* SVT-40 &lt;br /&gt;
* De Lisle carbine&lt;br /&gt;
* Mauser 98k&lt;br /&gt;
* SKS Prototype - SKS&lt;br /&gt;
* M1 Garand&lt;br /&gt;
* Lee Enfield No. 4 MK I&lt;br /&gt;
* Springfield M1903&lt;br /&gt;
* M3 Sniper - M1 Carbine with heat shield, fictional grip rail and adjustable rear sight&lt;br /&gt;
* MAS-40&lt;br /&gt;
* Stendebach M1936 - Stendebach Model 1936&lt;br /&gt;
* Evans Repeating Rifle&lt;br /&gt;
* Type 997 &lt;br /&gt;
* Prototype 206 - &lt;br /&gt;
* M1941 Johnson Rifle&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1638883</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1638883"/>
		<updated>2023-12-29T21:26:14Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
* Lone Star - SAA&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tier 29 ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
* Beer Blaster - SL8&lt;br /&gt;
* Hawkeye - Sharps 1874 Long Range&lt;br /&gt;
&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
* Jingle Bell Rifle - Fictional&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Scout M390 - M14 EBR-ish&lt;br /&gt;
* Talon SR-9 - SL8&lt;br /&gt;
* Ranger 338LM - DSR-1&lt;br /&gt;
* Longshot 50 - &amp;quot;XSR-50&amp;quot; from CK2&lt;br /&gt;
* Glaive - &lt;br /&gt;
* Shogun - &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup (ie. &amp;quot;V308&amp;quot; from R6S)&lt;br /&gt;
* Antelope - NTW-20&lt;br /&gt;
* Cassowary - Blaser R93 Tactical-ish&lt;br /&gt;
* Pony - &lt;br /&gt;
* Caribou - PSG1&lt;br /&gt;
* Corsac - &lt;br /&gt;
* Bruxa - Scuffed-looking VSK-94&lt;br /&gt;
* Beak - &lt;br /&gt;
* Grave - &lt;br /&gt;
* Bayonet - VERY scuffed SL8&lt;br /&gt;
* Vulture - &lt;br /&gt;
* Crocodile - SKS with tactical furniture&lt;br /&gt;
* Tekko - &lt;br /&gt;
* Abel - F2000-ish (modified XSR-50 perhaps?)&lt;br /&gt;
* Crow - DTA SRS-ish&lt;br /&gt;
* Hippo - &lt;br /&gt;
* Halberd - AUG A3&lt;br /&gt;
* Cheetah - &lt;br /&gt;
* Kookaburra - Intervention&lt;br /&gt;
* Tiger - Blaser R93 Tactical-ish, but with wood&lt;br /&gt;
* Ashigaru - AR-variant (with HERA stock)&lt;br /&gt;
* Fennec - &lt;br /&gt;
* Moose - Heavily scuffed G36-ish&lt;br /&gt;
* Dhampir - &lt;br /&gt;
* Blanford - G36-ish, again&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - [[Van Helsing]] crossbow&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 2 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;br /&gt;
&lt;br /&gt;
== World War Heroes reference list ==&lt;br /&gt;
The &amp;quot;Assault Rifles&amp;quot; category incorrectly includes submachine guns and certain battle rifles.&lt;br /&gt;
&lt;br /&gt;
Variants of the same weapon (that are already introduced with the &amp;quot;base&amp;quot; variant) are not included.&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911&lt;br /&gt;
* Nambu 14 - Nambu Type 14 (transitional model)&lt;br /&gt;
* Mauser C96 - ditto&lt;br /&gt;
* Colt Walker - ditto&lt;br /&gt;
* Luger P08 - ditto&lt;br /&gt;
* SLD .12 - Walther Model SLD (but modified as a 12 gauge (or &amp;quot;.12 round&amp;quot;) shotgun)&lt;br /&gt;
* Nagant - Russian Nagant M1895&lt;br /&gt;
* Welrod - ditto&lt;br /&gt;
* Webley Mk. VI &amp;quot;Award&amp;quot; - ditto &lt;br /&gt;
* Voevodin - ditto&lt;br /&gt;
* S&amp;amp;W M1917 - ditto &lt;br /&gt;
* Inglis Hi-Power - ditto&lt;br /&gt;
* Walther White Haze - suppressed PPK&lt;br /&gt;
* Walther Olympia - Walther Model 1936 Olympia II&lt;br /&gt;
* CZ-27 - ditto&lt;br /&gt;
* Steyr M1912 - ditto&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Assault Rifles&amp;quot; ===&lt;br /&gt;
* M3&lt;br /&gt;
* Type 100&lt;br /&gt;
* MP 40&lt;br /&gt;
* MP 44&lt;br /&gt;
* STEN&lt;br /&gt;
* Suomi KP/-31 Kalevala&lt;br /&gt;
* Thompson&lt;br /&gt;
* MP-3008&lt;br /&gt;
* PPSh&lt;br /&gt;
* FG-E - FG 42/II&lt;br /&gt;
* PPS&lt;br /&gt;
* MPL Prototype - Walther MPL&lt;br /&gt;
* AB-46 Prototype - AB-46&lt;br /&gt;
* BSA Welgun - ditto&lt;br /&gt;
* FAL Prototype - FN Automatic Carbine&lt;br /&gt;
* AS-44&lt;br /&gt;
* PDM-42 &lt;br /&gt;
* PPT 27&lt;br /&gt;
* PPK-42&lt;br /&gt;
* PASSAM&lt;br /&gt;
* UDM42&lt;br /&gt;
* Sa vz. 23&lt;br /&gt;
* Fedorov assault rifle &lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* .405 Winchester - Winchester Model 1895&lt;br /&gt;
* Mosin-Nagant&lt;br /&gt;
* G43&lt;br /&gt;
* FG 42 - FG 42/II&lt;br /&gt;
* Mondragon Rifle&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* Volkssturmgewehr VG. 1-5 - Gustloff Volkssturmgewehr MP507&lt;br /&gt;
* Arisaka - Type ??&lt;br /&gt;
* Breda PG&lt;br /&gt;
* SVT-40 &lt;br /&gt;
* De Lisle carbine&lt;br /&gt;
* Mauser 98k&lt;br /&gt;
* SKS Prototype - SKS&lt;br /&gt;
* M1 Garand&lt;br /&gt;
* Lee Enfield No. 4 MK I&lt;br /&gt;
* Springfield M1903&lt;br /&gt;
* M3 Sniper - M1 Carbine with heat shield, fictional grip rail and adjustable rear sight&lt;br /&gt;
* MAS-40&lt;br /&gt;
* Stendebach M1936 - Stendebach Model 1936&lt;br /&gt;
* Evans Repeating Rifle&lt;br /&gt;
* Type 997 &lt;br /&gt;
* Prototype 206 - &lt;br /&gt;
* M1941 Johnson Rifle&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1638880</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1638880"/>
		<updated>2023-12-29T20:51:34Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Sniper 3D reference list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
* Lone Star - SAA&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tier 29 ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
* Beer Blaster - SL8&lt;br /&gt;
* Hawkeye - Sharps 1874 Long Range&lt;br /&gt;
&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
* Jingle Bell Rifle - Fictional&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Scout M390 - M14 EBR-ish&lt;br /&gt;
* Talon SR-9 - SL8&lt;br /&gt;
* Ranger 338LM - DSR-1&lt;br /&gt;
* Longshot 50 - &amp;quot;XSR-50&amp;quot; from CK2&lt;br /&gt;
* Glaive - &lt;br /&gt;
* Shogun - &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup (ie. &amp;quot;V308&amp;quot; from R6S)&lt;br /&gt;
* Antelope - NTW-20&lt;br /&gt;
* Cassowary - Blaser R93 Tactical-ish&lt;br /&gt;
* Pony - &lt;br /&gt;
* Caribou - PSG1&lt;br /&gt;
* Corsac - &lt;br /&gt;
* Bruxa - Scuffed-looking VSK-94&lt;br /&gt;
* Beak - &lt;br /&gt;
* Grave - &lt;br /&gt;
* Bayonet - VERY scuffed SL8&lt;br /&gt;
* Vulture - &lt;br /&gt;
* Crocodile - SKS with tactical furniture&lt;br /&gt;
* Tekko - &lt;br /&gt;
* Abel - F2000-ish (modified XSR-50 perhaps?)&lt;br /&gt;
* Crow - DTA SRS-ish&lt;br /&gt;
* Hippo - &lt;br /&gt;
* Halberd - AUG A3&lt;br /&gt;
* Cheetah - &lt;br /&gt;
* Kookaburra - Intervention&lt;br /&gt;
* Tiger - Blaser R93 Tactical-ish, but with wood&lt;br /&gt;
* Ashigaru - AR-variant (with HERA stock)&lt;br /&gt;
* Fennec - &lt;br /&gt;
* Moose - Heavily scuffed G36-ish&lt;br /&gt;
* Dhampir - &lt;br /&gt;
* Blanford - G36-ish, again&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - [[Van Helsing]] crossbow&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 2 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox&amp;diff=1635876</id>
		<title>User:XSlayer300/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox&amp;diff=1635876"/>
		<updated>2023-12-16T02:59:55Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: i don't think i'm more or less interested in this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will do my own sandbox stuffs later on (if I have more pages or something), but i feel like I want to rewrite the MGS1 page first to atleast make it stand out (but i do not have screencaps for it).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Quick Notes =&lt;br /&gt;
&lt;br /&gt;
== Detroit: Become Human reference list ==&lt;br /&gt;
// Nobody really listed what guns they are, so here I go.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;.355&amp;quot; (9mm in metric terms, which is translated as such in other localizations) caliber &amp;quot;MS853 Black Hawk&amp;quot; appears to be based on an incredibly rare Sokolovsky Automaster. Compared to the real weapon, this pistol is fitted with larger wood grips, without any sort of external hammer nor rear iron sight. It is potentially used by the player character at the introduction chapter.&lt;br /&gt;
* A M&amp;amp;P45 (oddly chambered in the fictional &amp;quot;.457&amp;quot; caliber) semi-automatic pistol appears as the one of the most prominent firearms in the game, commonly used by various characters in violent situations. Two models of the pistol exist in the game, a version with white rubber grips is used by the Detroit Police Department, while a version with wood grips is used by civilian characters instead.&lt;br /&gt;
* The Ruger GP100 revolver appears in some of the chapters in the game. It is not usable by the player.&lt;br /&gt;
* A sniper rifle appears in some of the chapters, taking cues from Accuracy International's AX series of rifles and the Barrett MRAD or M95B, but without the bolt handle in any of them, implying it is semi-automatic. It is not usable by any of the player characters, with the exception on one of the endings.&lt;br /&gt;
* A fictional assault rifle appears as the standard rifle for security members as well as the military that appears in the game. While mostly fictional, it takes elements from the SCAR (likely the SCAR-H). It uses 20-round magazines, is equipped with a flashlight and a holographic sight and it is equipped with a stock inspired by the LMT SOPMOD rifle stocks. It is usable by the player characters in certain quick time events that involves disarming a soldier.&lt;br /&gt;
&lt;br /&gt;
== Ghost Recon: Frontline reference list ==&lt;br /&gt;
Weapons are leveled up, in addition to player level. Leveling up the weapons unlock attachments. Most of the guns are lifted up from the previous modern ''Ghost Recon'' games. Ammunition is simplified to four groups, namely light ammo, heavy ammo, sniper ammo and shotgun ammo.&lt;br /&gt;
&lt;br /&gt;
At the start of a Control match (which is a 5 point large-scale domination gamemode), the player is in a buy phase. Using the Tac Support menu, the player can buy a weapon that is saved from the Armory, and they cost credits to buy, weapons can become more expensive if the player puts on more attachments to it. Credits are gained from killing enemies or securing objective points. Weapons are kept if they die in a Control match.&lt;br /&gt;
&lt;br /&gt;
// Game's dead by the way, could've been a good side game but it just had to have the Ghost Recon branding...&lt;br /&gt;
&lt;br /&gt;
* M4 Benelli appears as the only available shotgun during the playtest.&lt;br /&gt;
* An AK hybrid appears as the &amp;quot;AK-47&amp;quot;, it appears to be the same model that was used in ''Wildlands'' and ''Breakpoint''.&lt;br /&gt;
* The HK416F appears as the &amp;quot;416&amp;quot;.&lt;br /&gt;
* The M4A1 appears under the same name.&lt;br /&gt;
* The Accuracy International AWM appears as the &amp;quot;L115A3&amp;quot;, the UK designation of the weapon; although the &amp;quot;Tac Support&amp;quot; menu designates it as the &amp;quot;AWM&amp;quot;.&lt;br /&gt;
* The Five-seveN USG appears as the &amp;quot;5.7 USG&amp;quot;&lt;br /&gt;
* The IMI Desert Eagle appears under its real name.&lt;br /&gt;
* The MP5 MLI appears as the &amp;quot;MP5&amp;quot;.&lt;br /&gt;
* The FN P90TR appears as the &amp;quot;P90&amp;quot;.&lt;br /&gt;
* The MP7A1 appears as the &amp;quot;MP7&amp;quot;.&lt;br /&gt;
* The Heckler &amp;amp; Koch G28 appears under the same name.&lt;br /&gt;
* The SVD Dragunov appears as the &amp;quot;SVD-63&amp;quot;.&lt;br /&gt;
* The FN Mk 48 Mod 0 appears as the &amp;quot;MK48&amp;quot;, the only machine gun throughout the playtest.&lt;br /&gt;
&lt;br /&gt;
== CrossFire X/CrossFire HD reference list ==&lt;br /&gt;
Like the 2010 entry of ''Medal of Honor'', there are two sets of weapons correlating to the singleplayer and multiplayer portions of the game, thus having different models, animations and mechanics between each other. This section uses the CrossFire X (English) names, as CrossFire HD (Chinese) uses real names for their weapons.&lt;br /&gt;
&lt;br /&gt;
// While CrossFire X, the english version of the game, is dead and never released to PC (only in XBox as far as I am aware), CrossFire HD is still around, thankfully (for assets to both rip and identify)&lt;br /&gt;
&lt;br /&gt;
=== CrossFire X/CrossFire HD Singleplayer ===&lt;br /&gt;
The singleplayer mode allows the player to aim down sights, and switch the weapon's firemode. They also have separate 'tactical' mid-reload animations, in which the multiplayer portion of the game lacks (to be consistent with the original game). Most weapons are pre-customized with various attachments.&lt;br /&gt;
&lt;br /&gt;
* CAR-4 | M4A1 - AR RIS variant (M4A1/MK18)&lt;br /&gt;
* Kalash-M - AK-74&lt;br /&gt;
* Kalash-74 - AKS-74N(?) (stock not seen) (with drum mag variant)&lt;br /&gt;
* Kalash-105 | AK-105 - Modernized AK variant (AK-105/AK-12)&lt;br /&gt;
* MAR-M1 - FB MSBS Grot C (unknown date variant)&lt;br /&gt;
* MTR-95 - Tavor X95&lt;br /&gt;
* SC-762 | SCAR HEAVY - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* SMG-91 - PP-91 Kedr&lt;br /&gt;
* 4.6mm PDW | MP7 - MP7A2&lt;br /&gt;
* Super V - Vector GEN2&lt;br /&gt;
&lt;br /&gt;
* Sawed-Off Shotgun - SBS hammered shotgun&lt;br /&gt;
* Kalash-12G | Vepr-12 - Saiga/VPO&lt;br /&gt;
* PAS-90 - M590(?)&lt;br /&gt;
&lt;br /&gt;
* SAW-249 - M249&lt;br /&gt;
* VN60 | M60 - M60E4&lt;br /&gt;
&lt;br /&gt;
* SC-SSR - MK20 SSR&lt;br /&gt;
* SPR-12 | MK12 - MK12 SPR Mod 1&lt;br /&gt;
* AMR-6 - GM6 Lynx (scoped only)&lt;br /&gt;
&lt;br /&gt;
* SC226 | P226 - P226 MK25 Mod 0&lt;br /&gt;
* MEP-45 - TRIARC 1911 Commander&lt;br /&gt;
* GP105 - Grand Power K100 MK12&lt;br /&gt;
* Hunter 44 - Taurus M44 Tracker&lt;br /&gt;
* FP9 - HK VP9 Match&lt;br /&gt;
&lt;br /&gt;
* Underbarrel Shotgun - Metal Storm MAUL (attached to MSBS)&lt;br /&gt;
* Underbarrel GL - M203A1 (attached to M4A1)&lt;br /&gt;
* 40mm HEXA Launcher - MGL Mk 1L/M32 MGL&lt;br /&gt;
* &amp;quot;RPG&amp;quot; (dialogue only, not properly named in-game) - Carl Gustaf M4 (with a reflex sight instead of a smart scope)&lt;br /&gt;
&lt;br /&gt;
=== CrossFire X/CrossFire HD Multiplayer ===&lt;br /&gt;
CrossFire HD's multiplayer component is basically similar to its original incarnation (I think).&lt;br /&gt;
&lt;br /&gt;
* CAR-4 - M4A1 &amp;quot;Classic&amp;quot;&lt;br /&gt;
* Kalash-47 - AK-47&lt;br /&gt;
* Kalash-103 - AK-103 &lt;br /&gt;
* Compact 552 - SG 553&lt;br /&gt;
* SC-556 - SCAR-L&lt;br /&gt;
* SC-762 - SCAR-L&lt;br /&gt;
* GAL-R4 - Galil ARM&lt;br /&gt;
* AP-15 - Customized M4A1 rail variant&lt;br /&gt;
* Austyer-88 - AUG A2&lt;br /&gt;
* BAR-7 - JG M4 Tactical (airsoft)&lt;br /&gt;
* RAR-5 - Remington R5&lt;br /&gt;
* R36 Carbine - G36K&lt;br /&gt;
* F-45 - FAMAS F1&lt;br /&gt;
* Mini-556 - AC556 (with EBR furniture)&lt;br /&gt;
* SPR-12 - MK12&lt;br /&gt;
* T14 ACW - Mk14 EBR&lt;br /&gt;
&lt;br /&gt;
* NIMROD-9 - MP5A5 (is dual-wielded)&lt;br /&gt;
* 1928 Typewriter - M1928 Thompson&lt;br /&gt;
* Super V - Vector GEN1&lt;br /&gt;
* Mini-9 - Mini Uzi&lt;br /&gt;
* GSMG-45 - UMP45&lt;br /&gt;
* PG9 - P90 TR&lt;br /&gt;
&lt;br /&gt;
* SG1212 - SRM1212 &lt;br /&gt;
* AS12 - AA12&lt;br /&gt;
* Stakeout 37 - Ithaca M37&lt;br /&gt;
* B4 SUPER - M1014 &lt;br /&gt;
* FSG-12 - SPAS-12&lt;br /&gt;
* Double Barrel - SBS hammerless shotgun&lt;br /&gt;
* Hammer MK.2 - Jackhammer&lt;br /&gt;
&lt;br /&gt;
* HM3 - MG3&lt;br /&gt;
* Louis Gun - Lewis Gun&lt;br /&gt;
* VN60 - M60&lt;br /&gt;
* SAW-249 - M249 (belt-fed with a side grip)&lt;br /&gt;
* Kalash-LMG - RPK&lt;br /&gt;
* Gatling Gun - M134 Minigun&lt;br /&gt;
&lt;br /&gt;
* MSC-94 - VSK-94&lt;br /&gt;
* SC-SSR - MK20 SSR&lt;br /&gt;
* TSV - Dragunov SVD&lt;br /&gt;
* PWC - L118A1&lt;br /&gt;
* CAM-09 - Zijang M99&lt;br /&gt;
* Model 1903 - M1903A4&lt;br /&gt;
&lt;br /&gt;
* BP93 - 93R&lt;br /&gt;
* AP18-C - G18C&lt;br /&gt;
* R412 - MP-412 REX&lt;br /&gt;
* Eagle 50 - Desert Eagle&lt;br /&gt;
* AP-45 - USP 45&lt;br /&gt;
&lt;br /&gt;
== The Day Before (Refunds) reference list ==&lt;br /&gt;
Basically, get your guns from Merchants like Tarkov because why not. Weapons can also be customized, ala Gunsmith from MW2019&lt;br /&gt;
&lt;br /&gt;
Third person game, can be switched to first person aiming, ala PUBG and every other battle royale shooter.&lt;br /&gt;
&lt;br /&gt;
// imo, it really never deserves a page&lt;br /&gt;
&lt;br /&gt;
* Molot Hunter - SOK-94/95 Molot Vepr/VPO-123 Vepr&lt;br /&gt;
* Strike-L - SCAR-L&lt;br /&gt;
* Patriot M4 - MK18&lt;br /&gt;
* M1 Garand&lt;br /&gt;
* Buffalo Rifle - AR-10 &amp;quot;Sudanese&amp;quot; model (really neat though, tbh... BUT it holds 5.56mm instead of 7.62)&lt;br /&gt;
* Deprov-74 - AK(-47/M)&lt;br /&gt;
* Deprov-12 - AK-12 (2015 model) (uses 7.62mm instead of 5.45 (which does not exist at all)&lt;br /&gt;
* Windlock 1860 - Single-barreled break-action rifle (a Henry Single Shot would be a good guess, name alluding to Spencer/Henry 1860 repeating rifles, but neither are break action)&lt;br /&gt;
* SR-25&lt;br /&gt;
* M16A4 (empty weapon slot icon)&lt;br /&gt;
&lt;br /&gt;
* Vector&lt;br /&gt;
* Hoffman 45 - UMP45 (that somehow takes ''9mm'', of all things... lol)&lt;br /&gt;
* MP5A2 with &amp;quot;tropical&amp;quot; wide handguard&lt;br /&gt;
&lt;br /&gt;
* [[Call_of_Duty:_Modern_Warfare_II_(2022)#Mossberg_590|Bryson 590]] - Synthetic Mossberg/Remington (betting on the former)&lt;br /&gt;
* DB break-action Hammerless&lt;br /&gt;
&lt;br /&gt;
* Marshal 45 - M1911 (of the nickled Black Ops fame) (takes 9mm, they don't have .45 in this game)&lt;br /&gt;
* M9/92FS&lt;br /&gt;
* Bell 19 - Glock 17&lt;br /&gt;
&lt;br /&gt;
* M84 stun grenades&lt;br /&gt;
* Mk 2 hand grenade&lt;br /&gt;
* M18 smoke grenades&lt;br /&gt;
&lt;br /&gt;
* Sure Shot Reflex Sight (&amp;quot;Hey, I've seen this sight before!&amp;quot;)&lt;br /&gt;
* Aimpoint&lt;br /&gt;
* ACOG&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Your Lies in a Forgotten Era =&lt;br /&gt;
'''''Your Lies in a Forgotten Era''''' is an original series by XSlayer300, that depicts the &amp;quot;Forgotten War&amp;quot;, a large-scale, apocalyptic war prior to the events of ''Terra'' which combines elements of the first and second World Wars.&lt;br /&gt;
&lt;br /&gt;
'''''Project Remnant''''' is a series of which it specifically depicts the weapons used in ''Your Lies in a Forgotten Era'', being used after the war.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the ''Your Lies in a Forgotten Era'' series:'''&lt;br /&gt;
&lt;br /&gt;
= US Weapons =&lt;br /&gt;
== Handguns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R35 Service Pistol&amp;quot; ===&lt;br /&gt;
The main sidearm of the United Federation Army, the .45 ACP &amp;quot;R35 service pistol&amp;quot; combines elements of various Colt firearms: the Model 1903 Pocket Hammerless, the Model 1900 and the military M1911.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;R35 Custom&amp;quot; ====&lt;br /&gt;
Corporal [redacted name for now, not a spoiler tho] uses a custom variant of the &amp;quot;R35&amp;quot; pistol as his signature weapon, with a threaded barrel, slightly extended magazine (holding 9 rounds), enhanced sights and an array of other custom modifications. These modifications are inspired by Naked Snake's custom M1911A1 in ''Metal Gear Solid 3: Snake Eater''.&lt;br /&gt;
&lt;br /&gt;
One noteworthy thing about the R35 custom is that in addition to standard rounds, it can fire grenade rounds as well as a blank round for an airstrike. The reason that the weapon fires grenades is that a ghostly apparition of [X]'s squadmate would suddenly appear and fire an actual rocket grenade at the target. They would then disappear afterwards or sometimes, after the battle, commending [X]'s efforts by saluting then disappearing.&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R66 SMG&amp;quot; ===&lt;br /&gt;
The &amp;quot;R66&amp;quot; submachine gun appears, which is a stylized version of the (briefly-adopted) M2 Hyde submachine gun, with a telescopic stock and heat shield.&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R21 Frontier Shotgun&amp;quot; ===&lt;br /&gt;
(To be filled)&lt;br /&gt;
&lt;br /&gt;
== Semi-Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R60 Repeater Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R60 Repeater&amp;quot; is the standard, main battle rifle of the United Federation Army prior to [XXXX]. It takes large inspiration of the .276 Pederson rifle, the frame and sights of the Lee-Enfield and the heatshield of the M14E2 automatic rifle.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;MX67 Anti-Tank Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;MX67&amp;quot; anti-tank rifle makes a rare appearance, being a Winchester-Williams anti-tank rifle, but with a stylized, olive-green fore, a muzzle brake from BOCW, a hybrid stock from a Lahti L-39 and a Boys AT and finally, a grip from a Lewis Gun.&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R42 Assault Phase Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R42&amp;quot; appears as the assault phase rifle, primarily based out of the Lewis Assault Phase Rifle and it is the main battle rifle after the &amp;quot;R60 Repeater&amp;quot;. It is combined with Lee-Enfield sights, the pistol grip, the wooden fore, the fire control group and the magazine are all from the FN Model D.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Lil' Lewie&amp;quot; ====&lt;br /&gt;
The upgraded &amp;quot;Lil' Lewie&amp;quot; assault phase rifle is based on a later version of the Lewis Assault Phase Rifle. But with some elements of the FN Model D being replaced by the Sweedish Kg m/21.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R41 Storm Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R41 Storm Rifle&amp;quot; is directly based on the Burton 1917 LMR - complete with its dual magazine system and its incendiary ammo function, with a Johnson M1941 machine gun stock and a custom lower receiver based out of the HK-pattern rifles such as the G3.&lt;br /&gt;
&lt;br /&gt;
== Manually Operated Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R27 Crackshot Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R27&amp;quot; is based on the US pattern of Krag-Jørgensen rifles, with a 7.8x Unertl scope by default.&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;MX33 Medium Machine Gun&amp;quot; ===&lt;br /&gt;
The MX33 is based on the Browning AN/M2 Stinger machine gun, but with a different profile stock.&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1635869</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1635869"/>
		<updated>2023-12-16T01:27:15Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Mosin-Nagant M38 Carbine(*) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&lt;br /&gt;
|developer=Treyarch&lt;br /&gt;
|publisher= Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 3&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The game takes place between the years of 1961 and 1973 during the Cold War. The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie&amp;quot; (paired with a flashlight using the anachronistic &amp;quot;Harries Technique&amp;quot; stance). In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc. The best choice however, is the [[Beretta M1951]] (introduced in 1951, and it was actually used by MACV-SOG units during the Vietnam War, and it has a fully-auto variant called the M1951 Raffica, which was introduced in 1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 - 9x18mm Makarov. It is a US market import model of the Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova&amp;quot;. Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle. As with the Python, the pistol and the flashlight are held in a &amp;quot;Harries Technique&amp;quot;, which was again, anachronistic throughout the entire time period.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic for the campaign, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. Even if the game takes place between 1961 and 1973, there’s no possible way this weapon would be used worldwide until the 80’s. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower. For some reason, it uses an eight-round magazine in Zombies despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14.]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading; its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk 14 Mod 1 EBR|Mk 14 EBR]]. Note the lack of ammunition in the ostensibly-full magazine.]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt. While not visible here, the bolt incorrectly doesn't rotate; this causes it to clip through the back of the receiver when fully rearward.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45A (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:Win1887shotgunT2.jpg|thumb|none|450px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&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;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''[[Predator]]''; the real T2 minigun did not have this - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
It is incorrectly used by Soviet Spetsnaz in the campaign mission &amp;quot;WMD&amp;quot;, the earlier [[PK Machine Gun]] (1961) or the [[RPD]] (also 1961) would be more adecuate choices for the Spetsnaz, these are belt-feed machine guns however, the [[RPK]] (1961 as well) is another appropriate choice for the Spetsnaz.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view, not seen here is that the M38 carbine uses the &amp;quot;scope_overlay_m40a3&amp;quot; reticle when zoomed in.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&lt;br /&gt;
[[Image:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|400px|FIM-92 Stinger DMS (dual mount system) - 70mm. This system provides a power and coolant supply for two LTAs, and includes a radio set and datalink to provide the gunner with information from external early warning systems such as portable radars.]]&lt;br /&gt;
[[File:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. Its appearance in the 60s is highly anachronistic as it was used from 1995 in reality. &lt;br /&gt;
&lt;br /&gt;
M84 grenades also appear (somehow) in the World War II mission &amp;quot;Project Nova&amp;quot;, as pickups for signal smoke grenades to mark targets for the 82-PM-37 mortar. But when used, they somehow turn into the M34 WP grenade. Obviously, both of these are anachronistic and inappropriate (the [[RDG-1 smoke grenade]] would be a better choice), though it could be the result of asset reuse.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the &amp;quot;Concussion Grenade&amp;quot; in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635861</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635861"/>
		<updated>2023-12-16T00:46:02Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Fostech Origin-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the &amp;quot;Weapon Platform&amp;quot; system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). &lt;br /&gt;
&lt;br /&gt;
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
===CZ Scorpion Evo 3 S1 Carbine===&lt;br /&gt;
Added in Season 1, the &amp;quot;JAK Headhunter Carbine Kit&amp;quot; gives the weapon a 16&amp;quot; barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the [[Heckler &amp;amp; Koch G36C]]'s carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions; gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position).&lt;br /&gt;
&lt;br /&gt;
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever &amp;quot;known&amp;quot; means in the context of home-manufacturable firearms).&lt;br /&gt;
[[File:Scorpion evo 3 15 cal.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15&amp;quot; M-LOK handguard - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; in an official image.]]&lt;br /&gt;
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]&lt;br /&gt;
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; fitted with the folding &amp;quot;Rampart-IV&amp;quot; stock.]]&lt;br /&gt;
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator &amp;quot;Doc&amp;quot; chambering the Micro Uzi with her left hand when first equipping it.]]&lt;br /&gt;
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the &amp;quot;Rampart-IV&amp;quot; stock, the operator instead unfolds the stock with their left hand.]]&lt;br /&gt;
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]&lt;br /&gt;
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]&lt;br /&gt;
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]&lt;br /&gt;
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]&lt;br /&gt;
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|&amp;quot;Doc&amp;quot; with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]&lt;br /&gt;
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]&lt;br /&gt;
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]&lt;br /&gt;
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]&lt;br /&gt;
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the &amp;quot;Hardened 9mm&amp;quot; rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch. Perhaps the weapon was originally intended to be a [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] but was changed during production. &lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]&lt;br /&gt;
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]&lt;br /&gt;
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]&lt;br /&gt;
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]&lt;br /&gt;
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the &amp;quot;Lachmann MK2 Light Stock&amp;quot; gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]'') Unlike the weapon that was featured in ''MW2019'', it lacks the side-mounted grip. A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; or &amp;quot;Gunner Vest&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]&lt;br /&gt;
[[File:MWIII BushACR450.jpg|thumb|none|600px|A &amp;quot;Sidewinder&amp;quot; in-game modified to resemble the ACR in the above image.]]&lt;br /&gt;
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]&lt;br /&gt;
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]&lt;br /&gt;
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]&lt;br /&gt;
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]&lt;br /&gt;
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]&lt;br /&gt;
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]&lt;br /&gt;
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]&lt;br /&gt;
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]&lt;br /&gt;
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]&lt;br /&gt;
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the &amp;quot;Fast Hands&amp;quot; reload).]]&lt;br /&gt;
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and  [[FAMAS Valorisé]].]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The Holger 556 can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-56&amp;quot; (originally &amp;quot;DG-58&amp;quot;, but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-56&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the &amp;quot;DG-58&amp;quot; back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-56&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the Steyr HS .50 in Derailed's winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&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 NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the &amp;quot;Drill Charge&amp;quot; and reused the GP-25 like for the other AK family weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]&lt;br /&gt;
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]&lt;br /&gt;
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]&lt;br /&gt;
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]&lt;br /&gt;
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]&lt;br /&gt;
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]&lt;br /&gt;
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the &amp;quot;RGL-80&amp;quot;. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Line Launcher&amp;quot; fictionalized REBS Standard Launcher==&lt;br /&gt;
In the opening level, &amp;quot;Operation 627&amp;quot;, Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.&lt;br /&gt;
&lt;br /&gt;
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]&lt;br /&gt;
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]&lt;br /&gt;
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text &amp;quot;&amp;lt;-18,81-&amp;gt;&amp;quot;, although it is unknown what it stands for.]]&lt;br /&gt;
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]&lt;br /&gt;
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]&lt;br /&gt;
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;JAK Purifier&amp;quot; Underbarrel Flamethrower==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher==&lt;br /&gt;
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the &amp;quot;Stormender.&amp;quot; Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to &amp;quot;recharge&amp;quot; between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoys balloons), despite not being electronic. It cannot stop explosive drones summoned by the &amp;quot;Swarm&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
This weapon cannot obviously practically kill players within (as it deals only a ''single'' point of damage), they will be affected by an EMP effect on the HUD. The &amp;quot;projectile&amp;quot; can pierce through solid objects.&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the &amp;quot;Stormender&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]&lt;br /&gt;
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]&lt;br /&gt;
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the &amp;quot;Stormender&amp;quot;. The &amp;quot;projectiles&amp;quot; fired by the launcher can reach the height of UAVs and &amp;quot;Cruise Missiles&amp;quot; instantaneously, though it cannot reach towards Advanced UAVs.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635860</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
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		<updated>2023-12-16T00:36:39Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* &amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
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{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the &amp;quot;Weapon Platform&amp;quot; system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). &lt;br /&gt;
&lt;br /&gt;
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
===CZ Scorpion Evo 3 S1 Carbine===&lt;br /&gt;
Added in Season 1, the &amp;quot;JAK Headhunter Carbine Kit&amp;quot; gives the weapon a 16&amp;quot; barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the [[Heckler &amp;amp; Koch G36C]]'s carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions; gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position).&lt;br /&gt;
&lt;br /&gt;
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever &amp;quot;known&amp;quot; means in the context of home-manufacturable firearms).&lt;br /&gt;
[[File:Scorpion evo 3 15 cal.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15&amp;quot; M-LOK handguard - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; in an official image.]]&lt;br /&gt;
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]&lt;br /&gt;
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; fitted with the folding &amp;quot;Rampart-IV&amp;quot; stock.]]&lt;br /&gt;
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator &amp;quot;Doc&amp;quot; chambering the Micro Uzi with her left hand when first equipping it.]]&lt;br /&gt;
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the &amp;quot;Rampart-IV&amp;quot; stock, the operator instead unfolds the stock with their left hand.]]&lt;br /&gt;
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]&lt;br /&gt;
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]&lt;br /&gt;
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]&lt;br /&gt;
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]&lt;br /&gt;
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|&amp;quot;Doc&amp;quot; with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]&lt;br /&gt;
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]&lt;br /&gt;
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]&lt;br /&gt;
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]&lt;br /&gt;
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the &amp;quot;Hardened 9mm&amp;quot; rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch. Perhaps the weapon was originally intended to be a [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] but was changed during production. &lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]&lt;br /&gt;
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]&lt;br /&gt;
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]&lt;br /&gt;
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]&lt;br /&gt;
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the &amp;quot;Lachmann MK2 Light Stock&amp;quot; gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; or &amp;quot;Gunner Vest&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]&lt;br /&gt;
[[File:MWIII BushACR450.jpg|thumb|none|600px|A &amp;quot;Sidewinder&amp;quot; in-game modified to resemble the ACR in the above image.]]&lt;br /&gt;
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]&lt;br /&gt;
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]&lt;br /&gt;
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]&lt;br /&gt;
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]&lt;br /&gt;
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]&lt;br /&gt;
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]&lt;br /&gt;
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]&lt;br /&gt;
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]&lt;br /&gt;
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]&lt;br /&gt;
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the &amp;quot;Fast Hands&amp;quot; reload).]]&lt;br /&gt;
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and  [[FAMAS Valorisé]].]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The Holger 556 can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-56&amp;quot; (originally &amp;quot;DG-58&amp;quot;, but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-56&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the &amp;quot;DG-58&amp;quot; back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-56&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the Steyr HS .50 in Derailed's winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&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 NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the &amp;quot;Drill Charge&amp;quot; and reused the GP-25 like for the other AK family weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]&lt;br /&gt;
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]&lt;br /&gt;
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]&lt;br /&gt;
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]&lt;br /&gt;
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]&lt;br /&gt;
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]&lt;br /&gt;
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the &amp;quot;RGL-80&amp;quot;. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Line Launcher&amp;quot; fictionalized REBS Standard Launcher==&lt;br /&gt;
In the opening level, &amp;quot;Operation 627&amp;quot;, Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.&lt;br /&gt;
&lt;br /&gt;
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]&lt;br /&gt;
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]&lt;br /&gt;
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text &amp;quot;&amp;lt;-18,81-&amp;gt;&amp;quot;, although it is unknown what it stands for.]]&lt;br /&gt;
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]&lt;br /&gt;
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]&lt;br /&gt;
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;JAK Purifier&amp;quot; Underbarrel Flamethrower==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher==&lt;br /&gt;
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the &amp;quot;Stormender.&amp;quot; Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to &amp;quot;recharge&amp;quot; between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoys balloons), despite not being electronic. It cannot stop explosive drones summoned by the &amp;quot;Swarm&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
This weapon cannot obviously practically kill players within (as it deals only a ''single'' point of damage), they will be affected by an EMP effect on the HUD. The &amp;quot;projectile&amp;quot; can pierce through solid objects.&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the &amp;quot;Stormender&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]&lt;br /&gt;
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]&lt;br /&gt;
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the &amp;quot;Stormender&amp;quot;. The &amp;quot;projectiles&amp;quot; fired by the launcher can reach the height of UAVs and &amp;quot;Cruise Missiles&amp;quot; instantaneously, though it cannot reach towards Advanced UAVs.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635859</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635859"/>
		<updated>2023-12-16T00:20:14Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* &amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the &amp;quot;Weapon Platform&amp;quot; system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). &lt;br /&gt;
&lt;br /&gt;
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
===CZ Scorpion Evo 3 S1 Carbine===&lt;br /&gt;
Added in Season 1, the &amp;quot;JAK Headhunter Carbine Kit&amp;quot; gives the weapon a 16&amp;quot; barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the [[Heckler &amp;amp; Koch G36C]]'s carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions; gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position).&lt;br /&gt;
&lt;br /&gt;
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever &amp;quot;known&amp;quot; means in the context of home-manufacturable firearms).&lt;br /&gt;
[[File:Scorpion evo 3 15 cal.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15&amp;quot; M-LOK handguard - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; in an official image.]]&lt;br /&gt;
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]&lt;br /&gt;
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; fitted with the folding &amp;quot;Rampart-IV&amp;quot; stock.]]&lt;br /&gt;
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator &amp;quot;Doc&amp;quot; chambering the Micro Uzi with her left hand when first equipping it.]]&lt;br /&gt;
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the &amp;quot;Rampart-IV&amp;quot; stock, the operator instead unfolds the stock with their left hand.]]&lt;br /&gt;
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]&lt;br /&gt;
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]&lt;br /&gt;
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]&lt;br /&gt;
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]&lt;br /&gt;
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|&amp;quot;Doc&amp;quot; with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]&lt;br /&gt;
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]&lt;br /&gt;
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]&lt;br /&gt;
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]&lt;br /&gt;
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the &amp;quot;Hardened 9mm&amp;quot; rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch. Perhaps the weapon was originally intended to be a [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] but was changed during production. &lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]&lt;br /&gt;
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]&lt;br /&gt;
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]&lt;br /&gt;
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]&lt;br /&gt;
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the &amp;quot;Lachmann MK2 Light Stock&amp;quot; gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; or &amp;quot;Gunner Vest&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]&lt;br /&gt;
[[File:MWIII BushACR450.jpg|thumb|none|600px|A &amp;quot;Sidewinder&amp;quot; in-game modified to resemble the ACR in the above image.]]&lt;br /&gt;
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]&lt;br /&gt;
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]&lt;br /&gt;
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]&lt;br /&gt;
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]&lt;br /&gt;
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]&lt;br /&gt;
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]&lt;br /&gt;
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]&lt;br /&gt;
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]&lt;br /&gt;
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]&lt;br /&gt;
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the &amp;quot;Fast Hands&amp;quot; reload).]]&lt;br /&gt;
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and  [[FAMAS Valorisé]].]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The Holger 556 can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-56&amp;quot; (originally &amp;quot;DG-58&amp;quot;, but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-56&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the &amp;quot;DG-58&amp;quot; back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-56&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the Steyr HS .50 in Derailed's winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&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 NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the &amp;quot;Drill Charge&amp;quot; and reused the GP-25 like for the other AK family weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]&lt;br /&gt;
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]&lt;br /&gt;
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]&lt;br /&gt;
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]&lt;br /&gt;
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]&lt;br /&gt;
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]&lt;br /&gt;
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the &amp;quot;RGL-80&amp;quot;. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Line Launcher&amp;quot; fictionalized REBS Standard Launcher==&lt;br /&gt;
In the opening level, &amp;quot;Operation 627&amp;quot;, Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.&lt;br /&gt;
&lt;br /&gt;
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]&lt;br /&gt;
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]&lt;br /&gt;
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text &amp;quot;&amp;lt;-18,81-&amp;gt;&amp;quot;, although it is unknown what it stands for.]]&lt;br /&gt;
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]&lt;br /&gt;
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]&lt;br /&gt;
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;JAK Purifier&amp;quot; Underbarrel Flamethrower==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher==&lt;br /&gt;
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the &amp;quot;Stormender.&amp;quot; Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to &amp;quot;recharge&amp;quot; between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoys balloons), despite not being electronic. It cannot stop explosive drones summoned by the &amp;quot;Swarm&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
This weapon cannot obviously kill players (as it deals only a ''single'' point of damage), they will be affected by an EMP effect on the HUD. The &amp;quot;projectile&amp;quot; can pierce through solid objects.&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the &amp;quot;Stormender&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]&lt;br /&gt;
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]&lt;br /&gt;
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the &amp;quot;Stormender&amp;quot;. The &amp;quot;projectiles&amp;quot; fired by the launcher can reach the height of UAVs and &amp;quot;Cruise Missiles&amp;quot; instantaneously, though it cannot reach towards Advanced UAVs.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635794</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635794"/>
		<updated>2023-12-15T18:09:50Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: cant confirm if you cannot unlock weapons in a weapon platform (only attachments), so&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the &amp;quot;Weapon Platform&amp;quot; system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). &lt;br /&gt;
&lt;br /&gt;
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; in an official image.]]&lt;br /&gt;
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]&lt;br /&gt;
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; fitted with the folding &amp;quot;Rampart-IV&amp;quot; stock.]]&lt;br /&gt;
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator &amp;quot;Doc&amp;quot; chambering the Micro Uzi with her left hand when first equipping it.]]&lt;br /&gt;
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the &amp;quot;Rampart-IV&amp;quot; stock, the operator instead unfolds the stock with their left hand.]]&lt;br /&gt;
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]&lt;br /&gt;
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]&lt;br /&gt;
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]&lt;br /&gt;
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]&lt;br /&gt;
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|&amp;quot;Doc&amp;quot; with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]&lt;br /&gt;
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]&lt;br /&gt;
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]&lt;br /&gt;
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]&lt;br /&gt;
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the &amp;quot;Hardened 9mm&amp;quot; rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch. Perhaps the weapon was originally intended to be a [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] but was changed during production. &lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]&lt;br /&gt;
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]&lt;br /&gt;
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]&lt;br /&gt;
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]&lt;br /&gt;
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the &amp;quot;Lachmann MK2 Light Stock&amp;quot; gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; or &amp;quot;Gunner Vest&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]&lt;br /&gt;
[[File:MWIII BushACR450.jpg|thumb|none|600px|A &amp;quot;Sidewinder&amp;quot; in-game modified to resemble the ACR in the above image.]]&lt;br /&gt;
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]&lt;br /&gt;
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]&lt;br /&gt;
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]&lt;br /&gt;
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]&lt;br /&gt;
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]&lt;br /&gt;
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]&lt;br /&gt;
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]&lt;br /&gt;
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]&lt;br /&gt;
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]&lt;br /&gt;
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the &amp;quot;Fast Hands&amp;quot; reload).]]&lt;br /&gt;
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and  [[FAMAS Valorisé]].]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The Holger 556 can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-56&amp;quot; (originally &amp;quot;DG-58&amp;quot;, but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-56&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the &amp;quot;DG-58&amp;quot; back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-56&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the Steyr HS .50 in Derailed's winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&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 NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the &amp;quot;Drill Charge&amp;quot; and reused the GP-25 like for the other AK family weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]&lt;br /&gt;
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]&lt;br /&gt;
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]&lt;br /&gt;
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]&lt;br /&gt;
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]&lt;br /&gt;
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]&lt;br /&gt;
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the &amp;quot;RGL-80&amp;quot;. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Line Launcher&amp;quot; fictionalized REBS Standard Launcher==&lt;br /&gt;
In the opening level, &amp;quot;Operation 627&amp;quot;, Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.&lt;br /&gt;
&lt;br /&gt;
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]&lt;br /&gt;
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]&lt;br /&gt;
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text &amp;quot;&amp;lt;-18,81-&amp;gt;&amp;quot;, although it is unknown what it stands for.]]&lt;br /&gt;
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]&lt;br /&gt;
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]&lt;br /&gt;
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;JAK Purifier&amp;quot; Underbarrel Flamethrower==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher==&lt;br /&gt;
A fictional drone gun called &amp;quot;Stormender&amp;quot; was added in Season 1. Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys the drones and certain other electronics. The weapon has an infinite supply of electricity and never needs to be charged or reloaded.&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the &amp;quot;Stormender&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]&lt;br /&gt;
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]&lt;br /&gt;
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the &amp;quot;Stormender&amp;quot;. The &amp;quot;projectiles&amp;quot; fired by the launcher can reach the height of UAVs and &amp;quot;Cruise Missiles&amp;quot; instantaneously.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1635763</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1635763"/>
		<updated>2023-12-15T17:30:01Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tournament (Tier 29) ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Scout M390 - M14 EBR-ish&lt;br /&gt;
* Talon SR-9 - SL8&lt;br /&gt;
* Ranger 338LM - DSR-1&lt;br /&gt;
* Longshot 50 - &amp;quot;XSR-50&amp;quot; from CK2&lt;br /&gt;
* Glaive - &lt;br /&gt;
* Shogun - &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup (ie. &amp;quot;V308&amp;quot; from R6S)&lt;br /&gt;
* Antelope - NTW-20&lt;br /&gt;
* Cassowary - Blaser R93 Tactical-ish&lt;br /&gt;
* Pony - &lt;br /&gt;
* Caribou - PSG1&lt;br /&gt;
* Corsac - &lt;br /&gt;
* Bruxa - Scuffed-looking VSK-94&lt;br /&gt;
* Beak - &lt;br /&gt;
* Grave - &lt;br /&gt;
* Bayonet - VERY scuffed SL8&lt;br /&gt;
* Vulture - &lt;br /&gt;
* Crocodile - SKS with tactical furniture&lt;br /&gt;
* Tekko - &lt;br /&gt;
* Abel - F2000-ish (modified XSR-50 perhaps?)&lt;br /&gt;
* Crow - DTA SRS-ish&lt;br /&gt;
* Hippo - &lt;br /&gt;
* Halberd - AUG A3&lt;br /&gt;
* Cheetah - &lt;br /&gt;
* Kookaburra - Intervention&lt;br /&gt;
* Tiger - Blaser R93 Tactical-ish, but with wood&lt;br /&gt;
* Ashigaru - AR-variant (with HERA stock)&lt;br /&gt;
* Fennec - &lt;br /&gt;
* Moose - Heavily scuffed G36-ish&lt;br /&gt;
* Dhampir - &lt;br /&gt;
* Blanford - G36-ish, again&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - [[Van Helsing]] crossbow&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 2 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=IW&amp;diff=1635758</id>
		<title>IW</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=IW&amp;diff=1635758"/>
		<updated>2023-12-15T17:25:11Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: Redirected page to Call of Duty: Infinite Warfare&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Call of Duty: Infinite Warfare]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=WAW&amp;diff=1635757</id>
		<title>WAW</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=WAW&amp;diff=1635757"/>
		<updated>2023-12-15T17:24:34Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: Redirected page to Call of Duty: World at War&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Call of Duty: World at War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=MW2019&amp;diff=1635756</id>
		<title>MW2019</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=MW2019&amp;diff=1635756"/>
		<updated>2023-12-15T17:23:48Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: Redirected page to Call of Duty: Modern Warfare (2019)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Call of Duty: Modern Warfare (2019)]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1635755</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1635755"/>
		<updated>2023-12-15T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Contract Killer: SNIPER reference list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tournament (Tier 29) ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Scout M390 - M14 EBR-ish&lt;br /&gt;
* Talon SR-9 - SL8&lt;br /&gt;
* Ranger 338LM - DSR-1&lt;br /&gt;
* Longshot 50 - &amp;quot;XSR-50&amp;quot; from CK2&lt;br /&gt;
* Glaive - &lt;br /&gt;
* Shogun - &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup (ie. &amp;quot;V308&amp;quot; from R6S)&lt;br /&gt;
* Antelope - NTW-20&lt;br /&gt;
* Cassowary - Blaser R93 Tactical-ish&lt;br /&gt;
* Pony - &lt;br /&gt;
* Caribou - PSG1&lt;br /&gt;
* Corsac - &lt;br /&gt;
* Bruxa - Scuffed-looking VSK-94&lt;br /&gt;
* Beak - &lt;br /&gt;
* Grave - &lt;br /&gt;
* Bayonet - VERY scuffed SL8&lt;br /&gt;
* Vulture - &lt;br /&gt;
* Crocodile - SKS with tactical furniture&lt;br /&gt;
* Tekko - &lt;br /&gt;
* Abel - F2000-ish (modified XSR-50 perhaps?)&lt;br /&gt;
* Crow - DTA SRS-ish&lt;br /&gt;
* Hippo - &lt;br /&gt;
* Halberd - AUG A3&lt;br /&gt;
* Cheetah - &lt;br /&gt;
* Kookaburra - Intervention&lt;br /&gt;
* Tiger - Blaser R93 Tactical-ish, but with wood&lt;br /&gt;
* Ashigaru - AR-variant (with HERA stock)&lt;br /&gt;
* Fennec - &lt;br /&gt;
* Moose - Heavily scuffed G36-ish&lt;br /&gt;
* Dhampir - &lt;br /&gt;
* Blanford - G36-ish, again&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - that one crossbow from CSO&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 2 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=R6S&amp;diff=1635754</id>
		<title>R6S</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=R6S&amp;diff=1635754"/>
		<updated>2023-12-15T17:00:00Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: Redirected page to Rainbow Six Siege&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rainbow Six Siege]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1635753</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1635753"/>
		<updated>2023-12-15T16:53:12Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Dead Trigger 1 reference list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tournament (Tier 29) ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - that one crossbow from CSO&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 2 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1635745</id>
		<title>Talk:Grand Theft Auto V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1635745"/>
		<updated>2023-12-15T16:34:24Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* GTA Online standalone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==UC-RB1 Survival Knife==&lt;br /&gt;
The game's basic knife, like its ''[[Grand Theft Auto IV]]'' predecessor, is based on the UC-RB1 survival knife, made for and featured in the film ''[[First Blood]]''. The GTA V rendition features a slightly different design to the serrations to the GTA IV version, however.&lt;br /&gt;
[[Image:Rambo1Knife.jpg|thumb|none|300px|Reproduction UC-RB1 survival knife.]]&lt;br /&gt;
[[File:GTA5-Knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Weapons only found in game files=&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
In beta versions of the game the &amp;quot;Assault SMG&amp;quot; was more closely modeled on the [[FN P90]]. However, that model had an incorrect &amp;quot;traditional&amp;quot; bullpup layout with a standard magazine; such a setup is close to that of the Airsoft FN P90 &amp;quot;Predator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90pred.jpg|thumb|none|400px|'''Airsoft''' FN P90 &amp;quot;Predator&amp;quot; - (fake) 5.7x28mm. Note the STANAG magazine adaptor, something only possible on an Airsoft gun.]]&lt;br /&gt;
[[File:AssaultSMG-GTAVbeta.jpg|thumb|none|400px|Beta model showing an FN P90. The incorrect bullpup configuration appears to be based on the [[FN F2000]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] was going to appears as the &amp;quot;Assault MG&amp;quot; with a [[Galil]] folding stock.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVAssaultMG.jpg|thumb|none|255px|Render of the cut HK21.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM25]] was going to appear as the &amp;quot;Programmable AR&amp;quot;, presumably standing for &amp;quot;Airburst Round&amp;quot;. Tutorial messages left in the game files show it was intended to include airburst functionality; when aiming, the first press of the trigger would have set the detonation distance, with subsequent presses firing grenades. Presumably, the player would have to stop aiming the weapon to set a new detonation range.&lt;br /&gt;
&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM25 - 25mm]]&lt;br /&gt;
[[File:GTAVProgrammableAR.jpg|thumb|none|248px|Render of the cut XM25.]]&lt;br /&gt;
[[File:GTAVProgrammableAR-HUD.jpg|thumb|none|248px|HUD icon.]]&lt;br /&gt;
&lt;br /&gt;
==M249E2 SAW==&lt;br /&gt;
The beta &amp;quot;Combat MG&amp;quot; was an [[M249-E2 SAW]] with a para-length barrel, RIS receiver cover and an incorrect rail on top of the heat shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|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:GTAV-CombatMG-Beta.jpg|thumb|none|400px|Beta M249-E2.]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== new page and type 56-2 ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
I made this kinda quick. Didn't have a lot of time to check errors.&lt;br /&gt;
I'm relatively new to the editing in this site. So if any veteran&lt;br /&gt;
around with more knowledge could help improve the article would be indeed&lt;br /&gt;
great.&lt;br /&gt;
When it comes to the weapon, I believe it's a Norinco Type 56-2 since the stock&lt;br /&gt;
looks like the one in a Type 56-2. Otherwise correct if I'm wrong.&lt;br /&gt;
Also one of the guys seems to have a laser sight. Don't know which sort though&lt;br /&gt;
[[User:Santos|Santos]] 17:08, 2 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
The rifles seem to have some sort of rail system on them... which I think is a shame--[[User:Gran28|Gran28]] 10:55, 3 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most likely is the handguard with picatinny rails. The guy knocking on the van leading those other two men, seems to have a laser sight attached to it. This is a handguard is from FAB-Defense. http://www.fab-defense.com/images/big-details/ak-47-1.jpg&lt;br /&gt;
&lt;br /&gt;
One of the screenshots mentions &amp;quot;excellent&amp;quot; trigger discipline, to me it looks like his finger is actually on the trigger as there is a small curve in the shape of the finger, I wouldn't refer to that as excellent trigger discipline. --[[User:Cool-breeze|cool-breeze]] 14:42, 1 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:To me it looks like the guy is holding his finger just slightly above the trigger area, not excellent but still better than most games have, to be honest the only game i can remember that had great trigger discipline was MGS4 where Snake kept his finger completely off the triggers of all weapons unless he was aiming them, but i think that since they're both video games, bad trigger discipline can be excused since i doubt developers want to spend who knows how many hours giving every character separate finger animations for trigger discipline, and also there is the fact that the character can have their fingers wrapped around the triggers, but the players have theirs completely off the fire button, so essentially, it's our own 'trigger' discipline that video game characters have (least that's how i see it)  we should save the bad trigger discipline arguments for movies.[[User:Kornflakes89|Kornflakes89]] 16:26, 8 March 2012 (CST)&lt;br /&gt;
::Add ''[[ArmA 2]]'' to the list of games with excellent trigger discipline. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 03:55, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4? ==&lt;br /&gt;
&lt;br /&gt;
Help to identify; looks like a M4 rifle with longer (?) and suppressed barrel. [[User:Pawelm|Pawelm]] ([[User talk:Pawelm|talk]]) 13:55, 10 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
I would say that it has a shorter barrel than an M4A1. I would say it's a suppressed [[Mk. 18 Mod 0]]. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 14:21, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Suppressor resembles an AAC model which covers more of the barrel than the KAC suppressors we commonly see, so it's possible it could still be an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:10, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:If it was an M4 length barrel, there would be no suppressor left to actually trap the gas to suppress the weapon. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 22:24, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
looks like it has the older CAR-15 style stock [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:38, 11 November 2012 (EST)&lt;br /&gt;
:What people refer to as CAR-15s (XM177, XM177E1, XM177E2 etc) were fitted with a stock that was made of aluminium with a black polymer coating as seen [[Colt_AR-15_Identification_Guide#2nd_Generation_Collapsible|here]]. Later Colt carbines up to and including the M4 had a synthetic fiberlite stock as seen [[Colt_AR-15_Identification_Guide#3rd_Generation_Collapsible|here]]. The easiest way to tell them apart are the vertical reinforcing ribs that are present on the side of the fiberlite stock, which are present in the game gun. As this stock can be found on Mk. 18s, Model 933s and M4s (all of which this gun could be depending on how the suppressor fits) that doesn't really help. However as the gun has the slim handguard rather than the thicker double heat shield M4 handguard, my best guess would be a Mk. 18. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:03, 11 November 2012 (EST)&lt;br /&gt;
::What I think he meant was this is the 3rd Gen stock, the four-position plastic, not the newer six-position.--[[User:Sangheili1155|Sangheili1155]] ([[User talk:Sangheili1155|talk]]) 02:43, 12 November 2012 (EST)&lt;br /&gt;
I've seen scans that show one of the other characters holding that weapon without a suppressor on it. I'd definitely go with Mk.18 --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:12, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm sure that this is why this image is in this section, but I cant believe these animated pictures as validation for the weapons in the game. GTA IV had MANY weapons in the loading screens that for what ever reason never made it to the final product.--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:05, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Check the [[Grand Theft Auto IV]] page and you'll notice we include loading screen weapons on it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:16, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::If a weapon is in the game and can be identified, then it should be identified. This includes artwork, loading screens, stock footage, in-game posters, whatever; if it's a clear and identifiable shot it's included. Weapons only seen in previews can also be included as long as the image is from a legitimate source and not leaked. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:52, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Cover for the latest Game Informer magazine. You can see the suppressor is missing but the muzzle and the barrel is missing [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:03, 28 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Selection hope==&lt;br /&gt;
&lt;br /&gt;
So I don't know about most of you, but one of the worst aspects to these games is the frank lack of weapons for which you to use. I am not saying that the game doesn't need 100 different firearms, but there is no need to use the low level weapons once the higher tier weapons are unlocked (compare the Glock and Desert Eagle in GTA IV, how often do you use the Glock after unlocking). If nothing else I hope that this game has at least 3-4 variations in firearm. There are tons of vehicles to choose from, but you dont spend most of your time offing people with cars. Having to use the same repetitive weapon again and again bores me. What are your thoughts?--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:09, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Four or five options of each type sound good to me. I'm hoping we get a silenced pistol again this time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:21, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:@Spartan198, exactly! The way I have seen it (for example), in the pistol category there should be a standard (Glock), Hi standard (1911), Burst (Beretta 93R), Special (Silenced [if no ability to customize]), and Magnum (Desert Eagle/Equivilant). Now this is a very basic look, but I think you can catch my drift. Same thing for shotguns where there should be a Double Barrell (For range and/or sawed off), Pump (Mossberg), Semi Auto (Benelli M4), and Automatic (USAS-12/AA-12). You can make any adjustments for which weapons are in which category does not matter. But the differences. --[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 12:45, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Seeing the silenced 56-2s in the reveal; its likely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 01:25, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping to see an [[Ithaca 37]] in this like in San Andreas, being that this is taking place in the same fictional Los Angeles. --[[User:QueenSasha24|QueenSasha24]] ([[User talk:QueenSasha24|talk]]) 04:01, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping for a SIG P226 myself this time around, but with the 92FS, that's looking unlikely. I like Valiant's system of classification, though. Using that system, I'd like to see assault rifles classified like this: an AKMS without a stock (low accuracy, short range), the Type 56 (medium accuracy, short range), the AR-15 variant (high accuracy, medium range), TAR-21 (high accuracy, long range). A grenade launcher attachment (if the weapons are customizable) would be nice, too. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:38, 19 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trailer 2==&lt;br /&gt;
http://www.youtube.com/watch?v=Vzue74y7A84&lt;br /&gt;
&lt;br /&gt;
The only new weapon I see looks to be an M4 type at 1:15. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:05, 14 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Aaaargh! Why won't videos stream for me? It's been like this for the past 3 days! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:34, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trailer #2 Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[File:Gta5-1.JPG|200px|thumb|none|AR15 platform rifle]] &lt;br /&gt;
[[File:Gta5-2.JPG|200px|thumb|none|The handguard is longer than M4-style one]] &lt;br /&gt;
[[File:Gta5-3.JPG|200px|thumb|none|AR15 style rifle, looks a bit like a HK416 to me, also the guy on the right has the same, or very similar gun]]&lt;br /&gt;
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The rifle on the 3rd screencap looks like a HK416 variant (handguard with these thin vents). Also the rifle in 1st and 2nd screenshot seems to be different than the one in the 3rd. It has a black magazine, in games a gun rarely can have a mag swapped out. :D --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:06, 15 November 2012 (EST)&lt;br /&gt;
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PS sorry for the black bars guys :\ --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:08, 15 November 2012 (EST)&lt;br /&gt;
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:I'm guessing it is the same rifle in all 3 caps. Also, in the first screencap you can see the distinctive forward assist/brass deflector that is used on VLTOR VIS and MUR upper receivers ([[Media:NovesDiplomat.jpg|here]] is a picture of a Noveske Diplomat with a VIS upper showing the forward assist). Although these uppers are used on Noveske rifles, I don't think this is one as the handguard is wrong. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:22, 15 November 2012 (EST)&lt;br /&gt;
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It looks like more an AAC Honey Badger (look at the stock and the bolt) than an HK416 or AR-15-like rifle for the 3rd picture. --[[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]])&lt;br /&gt;
:Several reasons why I don't think it is a Honey Badger: firstly, the stock on the Honey Badger extend on rails on the side of the receiver like an MP5, as opposed to this where it extends along the buffer tube in typical Colt Carbine fashion; secondly it appears that it has a VLTOR VIS/MUR upper receiver based on the design of the combined forward assist and brass deflector which the Honey Badger doesn't; lastly, even if you disagree that it is a VLTOR upper it definitely has a forward assist, which the Honey Badger does not just having a normal brass deflector. In what way do you think the bolt makes it a Honey Badger they are pretty much the same on a typical AR-15 and a Honey Badger aren't they? (with the exception of the FA serrations, but from these screenshots you cannot tell whether they are there or not.)  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 29 March 2013 (EDT)&lt;br /&gt;
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== Very usefull thing i found ==&lt;br /&gt;
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Hey guys i think this thread has everything about Weapons for GTA V, GTA Fans are really great at spotting things http://www.gtaforums.com/index.php?showtopic=532181&amp;amp;st=0&lt;br /&gt;
--[[User:Faizanali|Faizanali]] ([[User talk:Faizanali|talk]]) 03:38, 20 November 2012 (EST)&lt;br /&gt;
: As a member of GTA Forums, I can reliably say that anything you see there should be taken with the biggest dose of salt in history. Like, something from Big Bone Lick State Park. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 04:06, 20 November 2012 (EST)&lt;br /&gt;
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== 1911 and Glock ==&lt;br /&gt;
A new artwork was revealed, and it has a 1911 and a glock variant. We should put on the main page?--[[User:Flavio|Flavio]] ([[User talk:Flavio|talk]]) 15:16, 4 January 2013 (EST)&lt;br /&gt;
[[Image:GTA5_PISTOLS.jpg|thumb|none|600px|]]&lt;br /&gt;
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== New trailers ==&lt;br /&gt;
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There's new guns found in the trailer of GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]) 18:06, 30 April 2013 (EST)&lt;br /&gt;
[[Image:ar-15 variant.jpg|thumb|none|600px|This is an AR-15 variant, the same as seen in the trailer 2.]]&lt;br /&gt;
[[Image:ar-15 variant 2.jpg|thumb|none|600px|Closer view of the variant.]]&lt;br /&gt;
[[Image:assault rifle gta v trailer.jpg|thumb|none|600px|A new assault rifle, I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer.jpg|thumb|none|600px|A pistol. I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer 2.jpg|thumb|none|600px|A pistol. It seems this is a Beretta 92FS.]]&lt;br /&gt;
[[Image:type 56 gangster.jpg|thumb|none|600px|The Type 56-2 in the hands of a gangster.]]&lt;br /&gt;
[[Image:type 56 trevor.jpg|thumb|none|600px|Trevor shoots his type 56-2.]]&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v new stock.jpg|thumb|none|600px|A new stock on Franklin's Mossberg 590 Cruiser.]]&lt;br /&gt;
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I got some better images of the weapons that I'll be adding to the article. Here's a better shot of the unknown rifle; it looks kinda like a SCAR-H, but there's bits that aren't right. &lt;br /&gt;
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Looks more like a weird FAL--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 15:42, 30 April 2013 (EDT)&lt;br /&gt;
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[[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:41, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun1.jpg|thumb|none|600px|]]&lt;br /&gt;
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Also, here's a shot of the pistol used by Michael in the rappelling scene. I can't identify it, but it almost looks to have an orange tip like an airsoft gun and no hammer. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:58, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun4.jpg|thumb|none|600px|]]&lt;br /&gt;
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[[http://gyazo.com/ca7fae1d3d648ca8a2623bb5adb2bbbf.png?1367374112]] Not sure if it's a Hi-Power or 1911, on Michael's TV. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:11, 30 April 2013 (EDT)&lt;br /&gt;
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Yeah, I'm also thinking some kind of short-barreled FAL for the new AR, judging by the magazine and shape of the mag well. It and the Tavor are certainly new and different choices considering GTA's past being dominated by the combo of an AK and M16 variants, which is a good thing. That's four assault rifles altogether now so far (five if the CQBR on concept art shown above is included in the game), so let's hope the other weapon categories have as diverse a selection. And considering how big the weapon selection in [[Red Dead Redemption|RDR]] was, I'm feeling pretty confident about it. Maybe my wish for a P226 could still come to pass after all? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:10, 1 May 2013 (EDT)&lt;br /&gt;
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Here's a higher resolution cropped image of the mystery rifle.&lt;br /&gt;
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[[File:GTA5 Mystery Gun.jpg]]&lt;br /&gt;
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It has the heat shield, gas block, and front sight of an M249, the magazine looks more like a belt bag, and the stock looks derived from the fixed stock of the Masada/ACR. The optic is an out-of-scale Elcan SpecterDR and it has a Magpul AFG2 foregrip. The receiver area lacks details, but I'm going to hazard a guess that it's some kind of M249-based machine gun. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:15, 1 May 2013 (EDT)&lt;br /&gt;
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Now that you said that I start to see it, but my first bet was FAL, in the end it could just be a butchered MG, the stock doesn't somehow look m249ish to me and the heat shield seems tiny.--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 11:13, 1 May 2013 (EDT)&lt;br /&gt;
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:After re-watching the trailer, I'm pretty sure it's supposed to be a [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg light machine gun]. The ammo pouch gets a bit more obvious in motion and it's certainly an ammo pouch, not a 20 round 7.62 magazine. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 04:05, 2 May 2013 (EDT)&lt;br /&gt;
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::I bet it turns out to be something ''really'' stoopid like an LSAT with a modified handguard. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:34, 7 May 2013 (EDT)&lt;br /&gt;
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:::That horrified me for a moment, but I'll sleep soundly tonight knowing that LSAT is tucked a bit further away then the pool of common firearms that appear in GTA. It will be some monstrosity of the natural order regardless. -[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 14:57, 7 May 2013 (EDT) &lt;br /&gt;
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Seems to be a new pistol, but I can't ID it.[http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:52, 2 May 2013 (EDT)&lt;br /&gt;
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Could be a beretta. Weird pouch like a 50 rounder or something, but yeah now its definitely an butchered mg. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:35, 3 May 2013 (EDT)&lt;br /&gt;
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:Underside of the trigger guard is straight, all Beretta models are rounded downward. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:25, 3 May 2013 (EDT)&lt;br /&gt;
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DRD Tactical Paratus? [[User:Thomas|Thomas]] ([[User talk:Thomas|talk]]) 10:33, 3 May 2013 (EDT)&lt;br /&gt;
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You mean the one to the left (its more likely an M4 would make sense for a game not centered around gun pron to have a generic well known firearm rather than some obscure one) if you mean the MG probably even more unlikely to me for now its seems like a franke-gun or at least a horribly scaled one. On a side note look at the one in the case the sight seems to be open http://media.edge-online.com/wp-content/uploads/edgeonline/2013/05/GTA-V-Heists.jpg and definetely a glock held by the guy in the picture little way above http://assets.vr-zone.net/19885/GTA_V_MFT.png -[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 17:00, 3 May 2013 (EDT)&lt;br /&gt;
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:Spartan, gun models in video games can differ from their real life counterparts. It looks like a Beretta to me. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 18:47, 3 May 2013 (EDT)&lt;br /&gt;
::Which gun are you talking about, the one pictured immediately above named &amp;quot;File:GTA5 Mystery Gun.jpg&amp;quot;? If so you need to look at [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg this] image again, as it clearly shows that what looks like a mag from the side is actually a belt bag. Also you have the fact that the front sight and gas block are a match for a Minimi, and what can be seen of the receier in this grainy image is also pretty close. The only obvious differences are the furniture with the stock and handguard being different, and that the scaling is off.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:13, 3 May 2013 (EDT)&lt;br /&gt;
:::Commando, I was actually talking about this pistol: [http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 20:28, 3 May 2013 (EDT)&lt;br /&gt;
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Thats what I already said, since the game obviously has one in it, it's probably a beretta. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:59, 4 May 2013 (EDT)&lt;br /&gt;
:I know, I was agreeing with you because Spartan said that it couldn't be a Beretta with the squared trigger guard. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 09:57, 4 May 2013 (EDT)&lt;br /&gt;
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Sorry came of a bit rude , I meant to accentuate the fact that beretta is probably what everyone will think it is in the first place since it is confirmed to be in the game and beretta's have that distinct look of the slide,besides there's no reason to believe its some other gun since GTA's have tried to bring multiple weapons (AK's,AR's), instead of doing the COD thing and putting in several AR based ones, since they usually have a limited pool (like 3 in a category I believe) --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 13:09, 4 May 2013 (EDT)&lt;br /&gt;
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*I was almost going to say it looked like a [[SIG SG 552|SIG552]], but the straight-edge magazine (rather than curved) says otherwise. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 02:32, 17 May 2013 (EDT)&lt;br /&gt;
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http://media1.gameinformer.com/imagefeed/screenshots/GrandTheftAutoV/1280%20(1).jpg Looks like a 1911 or Hi-Power in Michael's hand. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:42, 13 June 2013 (EDT)&lt;br /&gt;
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I can almost guaranty that the handgun above is another Beretta. If you look closely you can see the exposed barrel from the cutaway slide and you can barely make out the step in at the end of the barrel which a characteristic shared among all 92-series handguns.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 16:02, 15 June 2013 (EDT)&lt;br /&gt;
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== New pictures ==&lt;br /&gt;
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New pictures of guns in GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]&lt;br /&gt;
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[[Image:ar-15 variant gta v 2.jpg|thumb|none|600px|A very close view of the AR-15 variant.]]&lt;br /&gt;
[[Image:GTAV_RPG.jpg|thumb|none|600px|A RPG-7 based of the Airtronic RPG-7.]]&lt;br /&gt;
[[Image:gta v m134 without green camo.jpg|thumb|none|600px|The handheld GE M134 without it's green finition.]]&lt;br /&gt;
[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
[[Image:gta v lmg (maybe M249).jpg|thumb|none|600px|Another view of the AR-15 variant, this time with a new LMG.]]&lt;br /&gt;
[[Image:franklin's beretta 92fs.jpg|thumb|none|600px|Franklin's Beretta.]]&lt;br /&gt;
does anyone notice that Franklins Beretta has a Glock trigger guard? --[[User:Policerlhpd|Policerlhpd]] ([[User talk:Policerlhpd|talk]]) 03:57, 8 June 2013 (EDT)&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v night.jpg|thumb|none|600px|Franklin at night with his Mossberg 590 Cruiser. I guess this is his favorite weapon.]]&lt;br /&gt;
[[Image:gta v ar-15 variant.jpg|thumb|none|600px|Again, the AR-15 variant. Last time I put it here.]]&lt;br /&gt;
[[Image:gta v mossberg.jpg|thumb|none|600px|Again, the Mossberg.]]&lt;br /&gt;
:[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
:That's a camera. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:40, 4 May 2013 (EDT)&lt;br /&gt;
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Yup camera 99% (since there is the same one in the SUV), seems that this game will sport gun customization at least color, the green Tavor,the green mini, and now the green shotty. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 09:26, 4 May 2013 (EDT)&lt;br /&gt;
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I see a lot of influence from [[Heat]]. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 03:20, 8 May 2013 (EDT)&lt;br /&gt;
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Yeah probably, but that is the trend in general with GTA's they put in references to movies and pop culture all the time. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:04, 8 May 2013 (EDT)&lt;br /&gt;
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O yea, I know. This isn't my first GTA game by far. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:53, 9 May 2013 (EDT)&lt;br /&gt;
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It's even right in the game, this time. According to an in-depth preview I watched on YouTube, Michael takes his ideas for heists directly from the game universe's versions of such movies. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:30, 8 May 2013 (EDT)&lt;br /&gt;
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So is rockstar going to release the preview cause, all I have found right now is people talking for an hour about it .--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 04:50, 11 May 2013 (EDT)&lt;br /&gt;
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:They haven't released any public gameplay demos, no. At least none that I've seen yet. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:20, 11 May 2013 (EDT)&lt;br /&gt;
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:As soon as they do, the media's going to be all over it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 17:22, 11 May 2013 (EDT)&lt;br /&gt;
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Here's a clearer picture of the pistol Franklin is holding in a previous screenshot.&lt;br /&gt;
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[[File:Gtav pistol franklin.jpg|thumb|none|600px]]&lt;br /&gt;
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Looks like some kind of cross between a Beretta and a Desert Eagle. It might be the &amp;quot;pistol .50&amp;quot; being offered as preorder DLC. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:25, 13 June 2013 (EDT)&lt;br /&gt;
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Seems like a different gun from the one in the above, I mean this probably is just a horrible DE, maybe work in progress, although GTA was never on top in weapons department. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:33, 14 June 2013 (EDT&lt;br /&gt;
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http://www.gtav.net/screenshots/ - collection of official screenshots, might contain some weapons not already talked about. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
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== Gameplay Video ==&lt;br /&gt;
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http://blog.us.playstation.com/2013/07/09/first-grand-theft-auto-v-gameplay-video/&lt;br /&gt;
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Go ahead and spot 'em. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:58, 9 July 2013 (EDT)&lt;br /&gt;
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Dammit, Rockstar, take my money already! At 3:15, I can see an AW-type sniper rifle, a multi-shot grenade launcher (it looks similar to the hybrid grenade launcher in [[Resident Evil (2002 VG)|Resident Evil Remake]]), and a roll of dynamite in the weapon wheel. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:12, 9 July 2013 (EDT)&lt;br /&gt;
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http://gyazo.com/946b75dda4df617e58df36a566d7812a.png Got a screencap of Franklin with a tan M82A1M.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:01, 11 July 2013 (EDT)&lt;br /&gt;
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== Article on GTA V Gunplay ==&lt;br /&gt;
Found this article about the evolution of GTA V's gunplay on GTA Place. [http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:39, 9 July 2013 (EDT)&lt;br /&gt;
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== New picture. ==&lt;br /&gt;
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[[File:GTA5UNKNOWNPIST2.jpg|thumb|none|600px]]&lt;br /&gt;
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[[User:Bonshomme|Bonshomme]] 14:00, 10 July 2013 (CDT)&lt;br /&gt;
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Is that seriously a rail on the side of the slide? [[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:27, 11 July 2013 (EDT)&lt;br /&gt;
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::Okay, I'm definitely not getting this game! Rockstar has always failed with the guns department (except in Max Payne 3), and that thing looks absolutely hideous. I'm done with the GTA series... Maybe when someone makes a skin mod for the guns, I'll get a copy... -.- --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:50, 11 July 2013 (EDT)&lt;br /&gt;
::: Good. That leaves a copy for me. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:01, 11 July 2013 (EDT)&lt;br /&gt;
::::As if there will not be enough copies to go around, eh? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
:::While you are certainly entitled to your opinion and I always consider gun accuracy a +1 for me, incorrect weapon details isn't really much of a reason to not buy a game IMO (hell, I still got my copy of BO1). Again you are entitled to your opinion.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 11:06, 11 July 2013 (EDT)&lt;br /&gt;
:::: While I'm glad you won't be playing the game so as to avoid running into some joyless bother online, it seems to me more likely that the gun is a supposed to be some manner of TDI Kard, than whatever 1911/glock designed solely to offend your sensibilities you think it is. --[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 17:18, 11 July 2013 (EDT)&lt;br /&gt;
:::::You have been playing too much Black Ops 2 if you think there is anything about that remotely resembling a Kard. It obviously has a conventional pistol layout with a slide, and the frame and general outline suggests a 1911. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:25, 11 July 2013 (EDT)&lt;br /&gt;
::::Well, you know what they say: opinions are like assholes, everybody's got one. I'm just sayin' you can't deny the fact that that... ''THING'' looks like a fugly frankengun, that should never see the light of day. I'm still hopin Rockstar has upped their gunplay from previous GTA titles, and made the gunplay (and the guns themselves) in this one a bit more realistic. You know, since they seem to be makin' this game another ground-breakin' masterpiece... Plus, I don't play with naive fanboys... --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
:::::If you would take the time to look at the trailer and use your words rather than skip to some nonsense about Black Ops 2, a game I haven't played not that it even matters, you might notice that Franklin uses the same pistol later in the trailer, his is fitted with an extended magazine and is seemingly firing on full auto, so, my suggestion that it's TDI Kard, I thought, might make a bit more sense than just losing your mind and writing off a whole title based on the appearance of a single handgun in the game. I can see how that might read as naivete though, I've had the wool pulled over my eyes and have been tricked into accepting a game in spite of the massive flaws it's exhibited in the design of one of it's firearms in a few seconds of footage and a screenshot or two, right?--[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 12:27, 12 July 2013 (EDT)&lt;br /&gt;
::::::Yes. Btw, are you directing that comment to me or Commando552? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 16:45, 12 July 2013 (EDT)&lt;br /&gt;
:::::::At least some of it was directed at me so will address that part first. If your only evidance for it being a Kard is that it fires on full auto, then you should know that there are many other production pistols that are capable of full auto fire, not to mention the fact that it is possible to convert pistols to full automatic. Regardless of this, it is a game where they can give a gun whatever characteristics they choose so whether or not it is depicted as firing in full auto means nothing in real terms. Secondly, I have to say again it looks absolutely nothing like a Kard. If you can't see this then there is nothing that I can say to change your mind, but when I look at it I see absolutely nothing about the gun that suggests they based anything off of the Kard. If you put a gun to my head and made me take a guess at what it is meant to be I would probably say I highly customised (or very poorly modeled) full auto Glock, or maybe something like an Arsenal Strike One (which is available in FA/burst versions) but the shape is not really anything like one, it is just reminiscent of one if the &amp;quot;rail&amp;quot; on the front of the slide was actually the front slide serrations. In general can everyone chill out a bit about this game, we could do without the GTA talk pages degrading into a bitch fest like the COD ones historically have. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:51, 12 July 2013 (EDT)&lt;br /&gt;
::::::::I have to agree with Commando on the fact that it looks nothing like a Kard. Maybe a fuse of a badly-rendered Glock and a I9II... I also have to agree with Commando on the latter; regardless of my opinion on the possible depiction of guns/gunlay, there's no doubt that GTA V is going to be a great game (knowing Rockstar). Altough I still stand by my comment about not acquiring the game in the future, I realize that I shouldn't have been so outspoken about it, especially here, on the IMFDB. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 22:25, 12 July 2013 (EDT)&lt;br /&gt;
Well, look at MoH:WF, a game with accurate gun play but pretty mediocre everywhere else. Your opinion is yours, but what about Read Dead Redemption?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:38, 11 July 2013 (EDT)&lt;br /&gt;
:Well don't get me wrong. I care about other elements besides gunplay such as gameplay and story. And as for RDR it was pretty accurate aside from a few minor mistakes.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 12:05, 11 July 2013 (EDT)&lt;br /&gt;
::I agree with you, RDR was, and still is, pretty awesome. I still play it with my friends sometimes. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
Speaking of rails on the slide, it's been confirmed that we get weapon AND car customization to a pretty nice degree. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:19, 11 July 2013 (EDT)&lt;br /&gt;
::Don't get me wrong, I always enjoy the stories and the messages Rockstar provides in their games. But I've never been a fan of the GTA-gunplay. I'll be going for Saints Row IV this fall, instead of this. At least they don't even TRY to make the game realistic, so the gunplay is WAAAAY over the top. But that just makes it fun. PS. I enjoyed MOH:W... well, to a certain degree.--[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
::: Well, the gunplay that we've seen in the trailer (and confirmed in interviews) actually comes much more from Max Payne 3. You can run and gun without needing to aim and slow your movement, as well as switch between hard lock, soft lock, and full free aim in the options to suit your play style. You've still got the cover shooting and blindfiring, but you can actually be mobile in gunfights. There's also new options like being able to get in and out of a car while staying low to take cover behind it, as well as entering and exiting a car already shooting. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:33, 16 July 2013 (EDT)&lt;br /&gt;
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Has anyone considered that the pistol above could be a placeholder for something more real.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 15:40, 11 July 2013 (EDT)&lt;br /&gt;
:Its a possibility but given how we're two months away from release its unlikely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:18, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think it is a placeholder, but I think there is a possibility that it is a bug where the wrong texture is on the model or it is using the low detail distance model or something, as there are several inconsistencies that make not sense. Firstly you have the fact that there is what appears to be a rail (which is scaled way too small) on the side of the slide. Then you have those weird horizontal black lines at the front of the slide and frame. Assuming that the black square at the back is meant to be the slide serrations, they span across both the slide and the top of the frame, which I have never seen on a real pistol. There are generally also lines all over the place on both the slide and frame which have no business being there on either a real gun, or a gun that is suggested by the silhouette of this. To top it off it also looks like it is ejecting rifle sized brass, but this is really the least of its problems. To me this gun looks ''so'' bad that it must be an error or something. It isn't just low detailed or simplified, or with random parts switched out for aesthetics, it actually appears deliberately FUBAR'd for no apparent reason.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm inclined to agree with Commando. All the guns on the page are designed relatively accurately except this one, which makes me think it's a texture bug. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:22, 11 July 2013 (EDT)&lt;br /&gt;
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The Pistol is This ? Houge 1911 Avenger System - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 22:48, 6 August 2013 (JST)&lt;br /&gt;
[[File:1911 Avenger System.jpg|thumb|none|400px|Hogue 1911 Avenger System]]&lt;br /&gt;
&lt;br /&gt;
== AR 15 reloading ==&lt;br /&gt;
&lt;br /&gt;
Did anyone notice in the new gameplay video that when Franklin pulls the charging handle of his AR15, a empty shell falls ? &lt;br /&gt;
&lt;br /&gt;
Does that means that his gun jammed, or Rockstar Games made a shell fall each time the charging handle is pulled ? [[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 10 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Probably the latter. And sign your posts by typing four tildes after them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:32, 11 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It seems like they're doing the same thing as Metal Gear Solid 4, where Snake always racks the charging handle (ejecting an unfired round if it's a mid-mag reload) to chamber a fresh round after inserting the new magazine. This lets them stay realistically detailed while avoiding the +1 confusing that more casual players would have; keep it simple. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:23, 20 July 2013 (EDT)&lt;br /&gt;
::It really is kinda stupid and kinda lazy for animating a reload. Instead of programing someone doing nothing when you do a mid mag reload, they just left the reload animation program run, and I think the extra round coming out is really for the Hollywood effect. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:02, 21 July 2013 (EDT)&lt;br /&gt;
:: It's easier and less resource intensive to add a simple model of a cartridge flying out and use the same animation every time. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:01, 31 July 2013 (EDT) &lt;br /&gt;
Didn't he pull the charging handle a bit too far? [[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 16:20, 17 July 2013 (EDT)&lt;br /&gt;
::Looks pretty normal to me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:06, 17 July 2013 (EDT)&lt;br /&gt;
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Wouldn't also be more confortable to just hit the bolt release ? If doing a mid mag reload, nothing to do because a round is chambered, but it seems more natural to me to just hit the bolt release than racking the charging handle. [[User:Zebracherub|Zbracherub]] ([[User talk:Zebracherub|talk]]) 06:05, 28 July 2013 (GMT)&lt;br /&gt;
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:It would, but this is GTA, where any random joe can hop in and know how to pilot a fighter plane or kill hundreds of people at a time without Homeland Security (or NOOSE, as they're called in-game) locking the city down like Guantanamo Bay NS, so it's not that big a deal IMO. Besides, I'd say this is just Rockstar showing off and proving they're still the pimps of the gaming industry. Aaargh! Why won't September 17th get here sooner?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:08, 29 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Theres lots of screen shots on the official site, some with weapons (an MP5 being fired by a SWAT member from an SUV). As for the flying part I thought they confirmed only Trevor is good at flying, it is possible there are missions the others learn to do that, SA had them, and we don't really know Niko didn't have any background in flying, Vercetti had little background at all and he was pretty old. As for the killing part most games have that I mean look at shooters even if we ignore the regeneration its quite improbable that one men can take out 20 in open shootout. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 12:32, 29 July 2013 (EDT)&lt;br /&gt;
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:Nope, all three characters can operate any vehicle in the game, each one is just going to be better in one area than the others. This was confirmed by Rockstar in a Q&amp;amp;A posted on TGTAP forums. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:46, 29 July 2013 (EDT)&lt;br /&gt;
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== CTAR-21 ==&lt;br /&gt;
&lt;br /&gt;
I only noticed after editing the G11 to a CTAR-21, but does nayone know if this is meant to be the same gun just in different builds?&lt;br /&gt;
[[File:GTAVPossibleAUG.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:GTAV TAR-21.jpg|thumb|500px|none|]]&lt;br /&gt;
From the fact that it is someone using the gun firing from a helicopter, at another helicopter, I would assume that this is the same piece of gameplay just with altered models. The confusing thing though is that the picture with the better correctly looking CTAR-21 is from November last year, as opposed to the crappy modded for no reason Tavor which is from a recent gameplay trailer. This would suggest that either the recent gameplay trailers used a '''very''' out of date build, or they deliberately messed with the weapons to make them less correct at some point during development, I would guess for legal reasons.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:05, 6 August 2013 (EDT)&lt;br /&gt;
: It's fully possible that they altered the models to make them look different purely because they liked it better that way. They're making entertainment that looks good, not real-life gun porn. Aesthetic considerations are important. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:43, 15 August 2013 (EDT)&lt;br /&gt;
This is from the multiplayer trailer. It's definitely not in the TAR-21 family.&lt;br /&gt;
[[File:Gta5 online 32.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
A new screenshot was released showing a closer shot of the Tavor and it seems to have a P90-style fore-end.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Tavor-Helicopter.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:06, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Pictures ==&lt;br /&gt;
&lt;br /&gt;
Two new photos have been released of a sniper rifle and that AP Pistol. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:49, 15 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav11.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, I need to work at getting some caps from the new multiplayer trailer. But the apparent CTAR-21 (known in-game as the Advanced Rifle) actually doesn't really look like said gun in the final game except in the barest sense.&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
&lt;br /&gt;
Thanks to iNero from GTA Forums for the picture. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:40, 22 August 2013 (EDT)&lt;br /&gt;
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[[Image:gtasmg.jpg|thumb|none|600px|]]&lt;br /&gt;
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:Looks like an oversized MP5A3.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 18:16, 22 August 2013 (EDT)&lt;br /&gt;
:: Highly doubt that. The only part of the shape that really matches an MP5A3 is the stock, and it has a short, straight magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:03, 23 August 2013 (EDT)&lt;br /&gt;
:::Well as for the short mag, Rockstar said that weapon customization is going to be featured. So maybe the 10 round (civilian legal?) magazines is going to be an option. Also straight MP5 mags do exist. [[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:47, 23 August 2013 (EDT)&lt;br /&gt;
:::Straight MP5 magazines are older ones, and that doesn't match the pattern. The magwell is also too large for the magazine and it's sticking out at an awkward angle. And again, there's absolutely nothing that actually resembles an MP5 except for maybe the stock. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 17:25, 23 August 2013 (EDT)&lt;br /&gt;
:::Looking at the SMGs currently documented on the site, I think it now looks similar to a [[FAMAE SAF]]&lt;br /&gt;
[[Image:SAF.jpg|thumb|none|400px|FAMAE SAF - 9x19mm]]&lt;br /&gt;
[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 17:33, 23 August 2013 (EDT)&lt;br /&gt;
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Who labeled it a CZ Scorpion EVO 3? Looks a little like in the lower receiver/trigger guard area, but the rest is more MP5/SAF.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:23, 25 September 2013 (EDT)&lt;br /&gt;
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:It looks like an MP5 with a sort of super-short G3 handguard. There's a closeup of it on one of the loading screens. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:00, 26 September 2013 (EDT)&lt;br /&gt;
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== M82? ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does the rifle in the first picture of the &amp;quot;Unknown Sniper Rifle&amp;quot; section (the one Franklin is holding on the roof) look a lot like an M82 variant? it has the muzzle brake and what we see of the body has the general shape. I don't have the pic now, but a recently released photo shows the sniper rifle on the weapon wheel photo and it's NOT the same gun. It actually looks closer to an Accuracy International rifle. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 03:39, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's a Barrett all right, check this screencap.&lt;br /&gt;
http://gyazo.com/946b75dda4df617e58df36a566d7812a.png&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 26 August 2013 (EDT)&lt;br /&gt;
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== GTA Online Rifle ==&lt;br /&gt;
Found this over on Grand Theft Wiki.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAOnlineRifle.jpg|thumb|none|600px]]&lt;br /&gt;
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They have it identified as a SCAR-L, but it's hard to make out. General shape is right for a SCAR, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:58, 2 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MK18 artwork ==&lt;br /&gt;
I separated it from the LR300 section since they clearly aren't the same weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 14:55, 3 September 2013 (EDT)&lt;br /&gt;
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==Smith and Wesson M&amp;amp;P or Springfield XD? Can't identify.==&lt;br /&gt;
A person on another forum posted this pic of Michael holding a nickle plated handgun but the view is only from the top. I don't think it's a Glock because of the way the ejection port looks but I might be wrong. I can't see an exposed hammer. Any help?&lt;br /&gt;
&lt;br /&gt;
http://media.gtanet.com/gallery/gta-5-screenshots/fullsize/344.jpg&lt;br /&gt;
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It could be a colored &amp;quot;AP Pistol&amp;quot;. Paint jobs are among the weapon customization options. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:39, 10 September 2013 (EDT)&lt;br /&gt;
: I don't think so. The side rails on the slide are so thick that they would be visible in this image. On GTA Forums there are suggestions that it's a S&amp;amp;W semi-auto. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 07:59, 10 September 2013 (EDT)&lt;br /&gt;
::The side rails on the AP pistol are just on the texture and not on the model aren't they? With a new skin the AP pistol could look totally different. Either way there isn't enough to go on from that shot to determine what it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:17, 10 September 2013 (EDT)&lt;br /&gt;
:: It's difficult to tell. One other thing that makes me less convinced that it's the AP Pistol is that this gun has noticeable sights (The AP Pistol distinctly lacks them in all screenshots), and it seems to have a shorter barrel. It's almost definitely a separate gun, unless the customization options are more in-depth than we thought. Another suggestion might be a Taurus 24/7 or similar, as that gun is striker-fired, definitely comes in that finish, and has a similar sight profile from the top. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
 &lt;br /&gt;
Side thought - is the AR that Franklin is holding missing the end of the buttstock or is that texture clipping? --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 15:10, 10 September 2013 (EDT)&lt;br /&gt;
: Pretty sure that's just clipping. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game Guide leak ==&lt;br /&gt;
&lt;br /&gt;
Pics of the official game guide are turning up online.&lt;br /&gt;
http://imgur.com/a/ov4Rc#ZQjg5L3&lt;br /&gt;
http://imgur.com/a/vnbVM&lt;br /&gt;
&lt;br /&gt;
No pics of the SMG or LMG sections yet. If you search for GTA V ammunation on youtube you'll find offscreen footage of a guy walking around the gun shop. You can see some sort of RPK clone on the wall.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:53, 12 September 2013 (EDT)&lt;br /&gt;
: No RPK, but the early game machine gun (the &amp;quot;MG&amp;quot;) is pretty much just a PKM. Virtually all of the weapons in the game are already on the page. There's also an Assault Shotgun (which some say looks like a UTS 15 with a box magazine to resemble an AA-12), a sawed-off pump-action that may also be based on a Mossberg 500/590, the Combat Pistol (silver pistol held by Michael in the recently released trio pic, which reminds me of a Taurus PT 24/7 or Ruger P-series like the P97 with a stainless slide), and a Taser. The &amp;quot;unknown pistol&amp;quot; in the article is the PT92, which is apparently chambered in .45 ACP with a standard 12 round magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 00:05, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
This is an exclusive unlock for joining the Rockstar social club.&lt;br /&gt;
&lt;br /&gt;
[[File:SC SMG.jpg|thumb|none|600px]]&lt;br /&gt;
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Not sure what it is myself. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:31, 13 September 2013 (EDT)&lt;br /&gt;
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As far as I can see, it's 100% fictional. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 05:06, 14 September 2013 (EDT)&lt;br /&gt;
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:Yeah, seems so. And ugly as hell. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:08, 15 September 2013 (EDT)&lt;br /&gt;
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:I see a birdcage flash hider, and the rest looks like the Halo 2/3 Battle Rifle. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 00:11, 17 September 2013 (EDT)&lt;br /&gt;
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::Now that you mentioned that, I looked up what Halo battle rifle looks like, and I think this submachine gun might have also borrowed some design decisions from Halo's submachine gun. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 02:09, 17 September 2013 (EDT)&lt;br /&gt;
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:It also has a resemblance to the RCP-120 from Perfect Dark. [[User:RadiumMetal|RadiumMetal]] ([[User talk:RadiumMetal|talk]]) 17:21, 22 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barrett M-107 A1? ==&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5SNIPER1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
The muzzle brake and the right side of the gun, and also the color is very similar to the M-107 A1 than the AS50, is it real?&lt;br /&gt;
&lt;br /&gt;
Check out the Gyazo link in my posts above. If you pause at the right moment, the rifle is a Barrett with a raised full length rail.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:36, 16 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Pistol ==&lt;br /&gt;
&lt;br /&gt;
After unlocking the Combat Pistol in the game and using it quite a bit I'm thinking that it resembles some sort of HK pistol. Initially I thought it was like a USP Compact but I've thought it might be more like a HK45 or HK45c. I'm not sure though as at first I thought it was a Px4. Anyone else have any ideas what it could be? --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 10:39, 20 September 2013 (EDT)&lt;br /&gt;
:The [http://gta.wikia.com/Weapons_in_GTA_V GTA Wiki] lists the combat pistol as the Taurus (well, they say Beretta but we know what they mean), or is that not the case in the final game? Also, that page has a picture of the assault shotgun, which appears to be an [[UTAS UTS-15]] which has been slightly messed with and had a box mag stuck on the bottom.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:51, 20 September 2013 (EDT)&lt;br /&gt;
::The basic pistol is the Taurus not the combat pistol. They list the basic pistol as a P99 so it could be that the combat pistol is a P99. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 15:53, 20 September 2013 (EDT)&lt;br /&gt;
::I concur, the Combat Pistol definitely looks like a P99 to me. Glad they didn't rehash the 1911 or Glock again for the umpteenth time (not that I don't love 1911s and Glocks, I very much do ;D ). [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
:::Having got a decent look at it today I don't think it's a P99. It's got an exposed hammer and the general shape it more like a Beretta Px4 having taken a much closer look at it. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 18:45, 21 September 2013 (EDT)&lt;br /&gt;
::::I'm only going by a tiny thumbnail (don't have the game) but it looks a bit like a [[CZ-G2000]] with a less sever angles around the trigger. This is pretty similar to the PX4, but I think it is a closer match as it has a square trigger guard and doesn't have an ambi safety (thumbnail I've seen is of the right side which lacks a safety). The profiling of the slide is also closer and the serrations look the same design (although there is one less band at both the front and back). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:37, 25 September 2013 (EDT)&lt;br /&gt;
::::I'd rather say a Px4 at this point. I've seen it up close (I DO have the game) and it looks a lot more like it was based on the Px4. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 13:06, 26 September 2013 (EDT)&lt;br /&gt;
:::::I'm going to say having spend about half an hour moving the camera around trying to get really close shots of it that it is a Px4 more than anything else. The slide profile matches, the frame matches, the back of it matches. The only thing that doesn't match is the width of the slide serrations but that could just be a texture choice. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 12:53, 28 September 2013 (EDT)&lt;br /&gt;
::::::I'm going to venture a guess and say it's a combo of a Px4 and a P99, with the Px4 traits shining out the most. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:05, 28 September 2013 (EDT)&lt;br /&gt;
:::::::I don't know who it was who put the combat pistol as the H&amp;amp;K P2000 but it looks nothing like that. If it looks like any H&amp;amp;K pistol it's either the HK45c or the P30. I'm still leaning towards the Beretta Px4 though. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 08:30, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Picked up the guide yesterday evening while I was out and the &amp;quot;Combat Pistol&amp;quot; shown in it matches the general shape of the P2000, actually. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:20, 29 September 2013 (EDT)&lt;br /&gt;
:No one else sees a bit of the PT-909 in it?&lt;br /&gt;
[[File:Tau.jpg|thumb|none|800px]]&lt;br /&gt;
Remember no gun will be an exact match. They're all tweaked.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 18:10, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://gyazo.com/4758e01a97e67d85191a02b267d98a60.png &lt;br /&gt;
The trigger guard and rail look P2000, but the rest resembles the Px4 to me.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:13, 20 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ==&lt;br /&gt;
It's not a Stoner, but rather an M60/M249 hybrid. Basically the stock of an M60, while everything in front of is is M249. Making appropriate changes. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Guns on the TV programs ==&lt;br /&gt;
&lt;br /&gt;
Killed a bit of time as Michael and watched the TV at his house. One of the channels was a FIB program called 'The Underbelly of Paradise'. One of the highlights was a few weapons on a table and one of the guns was a SIG P220-series pistol. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 21:57, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's also a brief shot of an M1911A1 cycling on an old-style crime show/movie and if you watch Jimmy playing ''Righteous Slaughter'' (a CoD/MoH/BF parody) in his room, the game character uses an XCR and a stainless steel Desert Eagle wielded tandem with a knife in the Harris stance. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:08, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
And the preview for the in-game movie ''The Simian'', which I saw while hanging out with Jimmy at a movie theater, has several shots of Hunter attack helicopters and at least one clear shot of the M230 chain gun on one of them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:25, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's up with the Carbine Rifle changes?  ==&lt;br /&gt;
&lt;br /&gt;
Uhhh... Guys? The new Carbine really looks like the LR-300 and I thought it was agreed on. I don't know why we needed the change. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:03, 24 September 2013 (EDT)&lt;br /&gt;
:I wasn't the one who changed it, but I 100% agree with the change. First off, it isn't an LR-300 as the overriding unique feature about the LR-300 is that it doesn't have a buffer tube. This gun has a buffer tube. That is before we even get into the fact that the game gun has different furniture and a VLTOR MUR receiver rather than the unique LR-300 one. As with most of the weapons in the game this appears to be a hybrid gun at best, so it can't really be given a proper ID other than a custom AR-15. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:12, 24 September 2013 (EDT)&lt;br /&gt;
:The assault rifle looks like a Hecker &amp;amp; Koch HK416 to me. -[[User:1morey]] September 25, 2013 8:43 AM (EST)&lt;br /&gt;
::It isn't, as far as I can tell there is not a single part on this that matches the HK416: the upper has the brass deflector built into the front of the forward assist like on a VLTOR MUR; the magazine fence on an HK416 is rounded whereas on this it is flat making it look more like one of the many different billet lowers that are available from various manufacturers; the stock is an ACE stocj which appears to be incorrectly depicted as extendable; the handguard is possibly a Daniel Defence MFR, but if not is definitely isn't a piston HK416 one. None of these parts are really perfect matches, but seeing the quality of the models on the other guns this isn't really to be expected.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:36, 25 September 2013 (EDT)&lt;br /&gt;
:::Hmm...after looking through the M16 gallery, and the Colt AR-15 identification guide, and doing some googling, It seems like it COULD POSSIBLY be a hybrid of a Daniel Defense MFR and ZM LR-300, while trying to look like a HK416 (beefy handguard and short barrel), I can't shake it, to me it screams Franken-HK416, don't know why. -[[User:1morey]] September 25, 2013 1:02 PM (EST)&lt;br /&gt;
::::Look at the forwards assist and brass deflector area of this gun:[[File:GTAV_AR15.jpg|thumb|600px|none|]]Note how the forward assist is a large flat faced wedge with the plunger coming out the bottom half of it, with a brass deflector attached at the top front corner. Now compare that to the below image:[[File:NovesDiplomat.jpg|thumb|450px|none|Noveske Rifleworks N4 Diplomat with VLTOR Modstock, EOTech sight and Surefire M900 weapon-light fore-grip - 5.56x45mm]]Notice they are a match. This is a unique thing that is only found on VLTOR MUR and VIS upper receivers (one pictured above is a VIS, MUR is the version without a monolithic handguard) and is due to the forward assist being able to be removed and replaced with a blanking plate fitted only with a brass deflector. Both the HK416 and the Z-M variants used different upper receiver designs to this, so it isn't either of them. I doubt that this is any factory gun in particular, it could be that the modellers just picked and chose various parts and stuck them together to make a gun they liked the look of, or it could be modelled off of a real custom gun that somebody has made. I don't get why people seem to think this is a HK416 (not just you, have seen people all over the place call it that) if the only thing they are going on is the fact it has a short barrel and a chunky handguard, there are a hell of a lot of guns that fit this description and are a closer match than an HK416, like this [[Media:POF P-416-11.JPG|Patriot Ordnance Factory P416]] for example.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 25 September 2013 (EDT)&lt;br /&gt;
:All the guns are hybrids, and the game's artists won't be familiar with the internals so I would go with the gun that is most similar in look, even if the similarities are all on the cosmetic parts and the dissimilarities affect the internals. Also the Combat SMG is an MP5 hybrid, not a Scorpion.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:15, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== pics of all guns except special edition weapons ==&lt;br /&gt;
&lt;br /&gt;
I went and got the game guide. Here are pics of all the guns.&lt;br /&gt;
&lt;br /&gt;
http://s13.postimg.org/5humxnsfr/gta_Weap.png&lt;br /&gt;
&lt;br /&gt;
[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 15:23, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ANALYSIS: Daniel Defense MFR 9.0 (Airsoft) ==&lt;br /&gt;
&lt;br /&gt;
I've identified the firearm &amp;quot;Carbine Rifle&amp;quot;, I analyzed it done here&lt;br /&gt;
&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-001.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-002.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
&lt;br /&gt;
Ace skeleton stock:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ace Stock Medium1.jpg|thumb|none|400px|Ace skeleton Stock]]&lt;br /&gt;
&lt;br /&gt;
Reference: http://jagprecision.com/daniel-defense-m4-mfr-series-from-socom-gear/&lt;br /&gt;
&lt;br /&gt;
PaulD21x (talk) 08:27, 27 September 2013 (VE)&lt;br /&gt;
&lt;br /&gt;
Nailed it, nice.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:58, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not really, look a couple of sections above. The handguard is a Daniel Defence MUR (or at least a close approximation of one), but the upper receiver appears to be a VLTOR and the lower is not a DD one. Also you have the fact that the stock appears to be an Ace ARFX-E &amp;quot;Entry&amp;quot; stock which is the short one but this is fixed and not retractable, whereas this is extended out on the buffer tube like a regular AR-15 carbine style stock (I assume this is more due to ignorance rather than it being based on something else). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it is a customized gun with a Daniel Defense MFR handguard, VLTOR MUR upper, Brownells 3 pongs flash hidder, the lower looks to be a NorthTech Billet receiver (with de fix trigger guard), the front BUIS is like a Troy Front sight and the rear a A2 type but simplified (or an unknow model), Hogue pistol grip (or any other model) and the ACE stock (but we can see they are nothing to move it because it is a fix stock and not a telescopic, an error).  But it is not a basic model for me. --[[User:ArmaLite15|armalite15]] ([[User talk:Armalite15|talk]])&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Combat Pistol&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Me again, noting that you guys missed a pistol.&lt;br /&gt;
&lt;br /&gt;
Of course, this pistol is simply called the &amp;quot;Combat Pistol&amp;quot; and resembles the Beretta PX4 Storm Subcompact in a way. I have no way of getting screens and I haven't seen any so far. I haven't progressed far enough into the game to unlock it, but it can be viewed at the Ammunation stores if anyone had the game and wants to look. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:12, 27 September 2013 (EDT)&lt;br /&gt;
:No, we haven't missed it. Read a couple discussions above, we're still trying to come to a consensus on what it is. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:51, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, I see sorry. I missed that discussion. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:03, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Phone shots ==&lt;br /&gt;
&lt;br /&gt;
So I hear you could take snaps using the in-game smart phone. Would it be possible to get some screenshots that way? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:37, 30 September 2013 (EDT)&lt;br /&gt;
:Not sure, you have to sign up to Rockstar Social Network to do it, and I ''bet'' it watermarks them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:45, 30 September 2013 (EDT)&lt;br /&gt;
::Actually there is no watermark, but these pictures are only 640x360, and have a filter added that makes them look like low quality analog picture.--[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 15:34, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think you can take phone pictures while armed, although you might get some from cops or security guards with guns, and take photos in the Ammu-Nation.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:30, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== In case you're wondering... ==&lt;br /&gt;
&lt;br /&gt;
Cleetus' second hunting mission is bugged (hopefully forever) and when he tells you to hunt the last Elk it lets you wander the entire map with no possibility of triggering a police alert, meaning you can wander around in the military base to your hearts' content. You can keep anything you take by just causing an explosion (''anywhere'' on the map, but the jet's missiles don't count) which will spook the elk and let you quit out of the mission. I can't find anywhere to store the tank that Trevor can own, though. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:49, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna have to exploit that. I've tried constantly to get a Titan, but I can never get it off the ground before a tank blows me up. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:54, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can we just settle on the &amp;quot;Carbine Rifle&amp;quot; by describing the components that it's constructed from? ==&lt;br /&gt;
It's obvious that it's not any named product (like the DDM4 it's currently IDed as but clearly is not), so can we just call it a custom AR-15 (like we do other franken ARs), ID it by its individual components, then be done with it? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:30, 3 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Moving these here for now, since I've changed the Carbine Rifle entry to reflect that it is ''not'' a DDM4.&lt;br /&gt;
[[File:DDM4sbr.jpg|thumb|none|500px|DDM4 300 SBR with Magpul MOE stock, Magpul PMAG magazine, and KAC vertical foregrip - 300 BLK]]&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|450px|Ace Skeleton Stock]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:53, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beach Bum pistol ==&lt;br /&gt;
&lt;br /&gt;
A new handgun will be added in the next update/free DLC, called the &amp;quot;SNS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://s.pro-gmedia.com/videogamer/media/images/xbox360/gta5/screens/gta5_269_605x.jpg&lt;br /&gt;
&lt;br /&gt;
Probably a movie reference, perhaps it's a Walther PP of some form.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:49, 13 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Beach Bum pack is out, the SNS pistol looks like a Heckler &amp;amp; Koch P7 M13 fitted with wood grips and a round trigger guard.[[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 20:01, 19 November 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Gun pic on Social Club ==&lt;br /&gt;
&lt;br /&gt;
Close view of the most used gun can be seen in the Social Club.&lt;br /&gt;
&lt;br /&gt;
[[File:SocialClubAR15.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is a Northtech Billet lower, VLTOR Upper, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip but the upper is strange, it is raised up like the HK-416. And the handguard is very close to the Daniel Defense MFR 9.0..[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:43, 17 November 2013&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Carbine Rifle&amp;quot; mounting an image  ==&lt;br /&gt;
&lt;br /&gt;
Since I edited the image from Photoshop, is a mixture: that's to HK-416 - Northtech Billet lower, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip, Brownells 3 pongs flash hidder, Ace Skeleton Stock And the handguard is the Daniel Defense MFR 9.0 &lt;br /&gt;
[[File:GTAVCARBINERIFLEMIXTURE.jpg|thumb|none|700px]] &lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 21 November 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is that a Pimpmygun pistol grip? [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:06, 21 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
No, I'm pretty sure he just Shopped in the grip from the Social Club image above. Also, if you wanted to create a composite, you could have just done an image search for the actual lower receiver used (I found plenty on Bing), because as has been previously stated, '''not a single component on this gun corresponds to the HK416'''. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:39, 22 November 2013 (EST)&lt;br /&gt;
:There is possibly part of an HK416 potentially in there, as in the social club image you can see that the shape of the top rail at the rear steps down ahead of the charging handle like an HK416, which is not the case with a VLTOR MUR which the rest of the receiver is. This composite photoshop just uses a vanilla HK416 upper though which is not correct for the game gun.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:15, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
It's all moot now, because I've solved the image problem. Found this during a Bing search for &amp;quot;gta v carbine rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Carbine-Rifle-Example.jpg|thumb|none|500px|The in-game &amp;quot;Carbine Rifle&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:23, 22 November 2013 (EST)&lt;br /&gt;
:On seeing that, it looks like it has an HK416 gas block as well.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think the rifle may just have an HK416 upper receiver, Daniel Defense has started to make rails for it in the same style as the MFR and it fits on any standard AR lower, so that simplifies the whole description of it being a mishmash of parts. [[User:Recon42|Recon42]] ([[User talk:Recon42|talk]]) 14:11, 7 June 2014 (EDT)&lt;br /&gt;
:Well ok but the image is too old and is not very bad does not seem like a rifle in game, then I'll ride currently photoshop to enhance the pieces, the rest of the firearm. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 17:41, 06 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ID and non-player weapons ==&lt;br /&gt;
This is a response to Ultimate94 recently changing the MK46 Mod 0 ID back to Mod 1. The Mod 1 lacks a 12 o'clock Picatinny, using the M249 heat shield instead. This was done, AFAIK, to facilitate the re-inclusion of the carry handle. The Combat MG has a Picatinny rail in this position (albeit a low profile one), which would therefor make it a Mod 0. The weapon render linked to on the GTA Wiki is far too small to discern any details from, so doesn't prove anything.&lt;br /&gt;
&lt;br /&gt;
Why were the non-player weapons added back to the main categories? Every other GTA game on IMFDb is formatted with non-player weapons in a separate &amp;quot;Other&amp;quot; category. What's the objection to this page being the same?&lt;br /&gt;
&lt;br /&gt;
The artwork of Michael holding the MK18 doesn't appear in the game as a loading screen (unlike the Type 56 artwork), so it should be deleted from the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:42, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's been five months now and no one has responded, so I'm moving the non-player weapons to their own category and marking the MK18 artwork for deletion. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:49, 15 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Valentines Day M1928 Thompson ==&lt;br /&gt;
So there's going to be a free Chicago Typewriter coming up.&lt;br /&gt;
http://socialclub.rockstargames.com/news/article/52186/Coming-this-Friday-The-GTA-Online-Valentine-s-Day-Massacr[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:23, 11 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
It's classed as an LMG in-game, with superior stats compared to the PKM (except for mag capacity), making it a good choice for anyone who hasn't unlocked the PKM, or someone who can live without the extra ammo capacity or aim-down-sight zoom (Tommy Gun doesn't get an optic) until they unlock the M249/M60 hybrid --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 03:33, 15 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
You can acquire a PKM in a few places right at the start of the game if you know where to look, though. Inside the gate at the Vagos' compound in East LS, for example (as long as you aren't wearing Families colors, you'll have plenty of time to get in and out before their threats turn into gunfire... usually). You just can't buy any mods for it yet. Quite a few weapons are ripe for the picking if you know where to look, actually. Type 56, MP5, MGL, AW, Minigun (''extremely'' hard to get as it's inside Fort Zancudo, though), Super Shorty, RPG, Assault Shotgun (another hard one to get, as it's pretty deep inside the Altruists' mountain compound), grenades, Jerry can, and Molotov cocktails. The Mossberg Cruiser can be acquired quite easily from police as long as you escape your wanted level quick, or if you happen upon a chase and follow until it erupts into a shootout (the criminals usually win LOL). A Carbine Rifle can also be effortlessly acquired from an isolated Merryweather mercenary at their LS Port &amp;quot;turf&amp;quot; if one is careful (I wouldn't advise trying to get one from the LSPD officers lingering around LS International, though). I like having the Thompson in the game, don't get me wrong, but it's largely a gimmick weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:44, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Removing images ==&lt;br /&gt;
&lt;br /&gt;
I'm in favor of keeping the PKM image on the page, but only because this page is currently incomplete and it's the only screenshot available. I expect a better image will be available when more screencaps are available and the page is completed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:49, 25 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cut weapons ==&lt;br /&gt;
&lt;br /&gt;
So I just found this, worthy of mention in the discussion page at least:&lt;br /&gt;
http://gtaforums.com/topic/678397-the-gta-v-beta-hunt/page-6&lt;br /&gt;
&lt;br /&gt;
In addition to several melee weapons, there are some icons for the XM25, a DMR variant of the AR-15 (seems to be referred to as M14), a HK21, and a SCAR-H.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:44, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
A poster there states they weren't cut, but rather just aren't enabled for player use. So maybe Rockstar is holding them back as future DLC? I'd love to have that AR-15 sniper rifle (which resembles an M110A1, which, AFAIK, is an M110 with the fixed stock replaced with a collapsible one). I always felt the next upgrade from the bolt action should have been a semi-auto .308, with the Barrett placed in the slot with the MGL, RPG, and Minigun, and made to do more damage to vehicles. The stock on the SCAR's in-game render looks like it was taken from the LSAT machine gun, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New upcoming DLC ==&lt;br /&gt;
The &amp;quot;Heavy Pistol&amp;quot; and &amp;quot;Special Carbine&amp;quot; will be released next week.&lt;br /&gt;
[[File:GTAV-HeavyPistol-SpecialCarbine.jpg|thumb|none|600px]]&lt;br /&gt;
The carbine is clearly a G36K, but the pistol seems to be a 1911 of some kind. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:23, 27 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From looking at the gun itself and at the Social Club page, I think the pistol looks a lot more like a 1911 than an FNX-45, or maybe some sort of Kimber-esque thing. The grip and grip panels look far more 1911 than FN. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
*EDIT: here's a link that shows the Social Club image, and shows how it more resembles either a regular 1911 or some sort of Kimber-style tactical model: http://gta.wikia.com/Heavy_Pistol [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
It most resembles a [[Springfield_Armory_1911_Series#Springfield_Armory_Tactical_Response_Pistol_.28TRP.29|Springfield TRP Operator]] with the slide derived from the OTs-33 to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:44, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
definitely looks like a Springfield TRP operator with mabye some cz97 http://www.lipseys.net/images/CZ01411.jpg?maxwidth=520--[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 22:03, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
That's definitely a TRP Operator frame, the new pistol doesn't resemble an FNP very much. The slide looks like a flatter version of a normal 1911.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:43, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Pistol ==&lt;br /&gt;
&lt;br /&gt;
Could the heavy pistol be an Enterprise Arms Wide Body 1911? &lt;br /&gt;
[[File:Entreprise Wide Body 1911.jpg|thumb|none|350px|]]&lt;br /&gt;
The slide is very flat like the heavy pistol, they both have the full dust cover rail, wide rear cocking serrations, and lack of front cocking. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:14, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I think you got it, looks dead on to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:01, 8 March 2014 (EST)&lt;br /&gt;
:It is pretty close, but I think that is just coincidence. There are a number of differences that suggest it is not based on this gun such as the fibre optic sights, different numbers of slide serrations, lack of a beavertail (or in fact a grip safety at all by the look of it), a seemingly changeable curved backstrap, slanted rather than vertical trigger guard front, different grips, and most definitively the fact that it has a single rather than double stack frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:29, 8 March 2014 (EST)&lt;br /&gt;
::None of the guns in the game are exactly modeled after anything. The Taurus has a different number of slide serrations, a different hammer, etc. Hell, look at the &amp;quot;Desert Eagle.&amp;quot; The Heavy Pistol is at least a lot closer to this gun, than the Operator. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:12, 9 March 2014 (EDT)&lt;br /&gt;
:::To me it seems much more likely that the guy who made it simply messed around with a standard 1911 rather than modelling it after a relatively obscure custom gun though. To be honest a lot of the gun IDs on this page are pretty far fetched, in particular the so-called &amp;quot;OTs-33 Pernach&amp;quot; which looks absolutely nothing like one (to me this gun actually looks like it is the bottom half of a 2nd series [[Colt Woodsman]] with some tactical crap slapped on the top). Weapons which appear to be fictional but bear a vague (possibly coincidental) resemblance to something real should not be definitely listed as this (such as saying that &amp;quot;The Enterprise Arms Wide Body 1911, released with the &amp;quot;Business Update&amp;quot; DLC, appears as the Heavy Pistol.&amp;quot; which is not really the case). For most of these guns the proper thing to do would be to have the heading for the section be, for example, &amp;quot;Heavy Pistol&amp;quot; and state underneath that it is a 1911 type pistol bearing some similarities to the Enterprise Arms Wide Body 1911 but with several notably differences. Similarly for the &amp;quot;Special Carbine&amp;quot;, not a single part of that is actually taken from a real Heckler &amp;amp; Koch G36C, it is just a random collection of different parts (some of them real, like the [http://www.fab-defense.com/en/category-pistol-grips/id-1/m16-m4-ar15-tactical-ergonomic-pistol-grip.html FAB Defense AG-43 AR-15 pistol grip]) which have been assembled into the vague shape of a G36C--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:17, 9 March 2014 (EDT)&lt;br /&gt;
::::I think the SpeCarbine has G36K resemblence in the upper receiver/ handguard and top rail, just a lot more flat than the real thing. The AP pistol definitely has a Woodsman grip, the slide was probably incorrectly based on a Kriss KARD. The frame of the SNS pistol resembles the HK P7M10, too.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:23, 2 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bullpup Rifle ==&lt;br /&gt;
It looks like it has a 7.62x39mm AK magazine, so shouldn't it go in the rifles category despite it being classified as an SMG in-game? Same goes for the &amp;quot;Assault SMG&amp;quot;, which clearly has a 20-round AR-15 mag. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:18, 2 April 2014 (EDT)&lt;br /&gt;
:I think it was put in the SMG category by accident, &amp;quot;Bullpup Rifle&amp;quot; clearly indicates it is going to be classified as an assault rifle. Looks like a hybrid of the QBZ-95 and it's B carbine.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:48, 2 April 2014 (EDT)&lt;br /&gt;
:I think that it's a shame that it's a QBZ at all and not the L85 it looked like in one piece of concept art (below) [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
[[File:Gtao-hl-bpr.jpeg]]&lt;br /&gt;
&lt;br /&gt;
http://www.forgottenweapons.com/wp-content/uploads/2013/06/fa03-right.jpg&lt;br /&gt;
&lt;br /&gt;
I think it's a FA 03 (LAPA FA-03).&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 15:18, 23 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It was probably meant to be an amalgamation, as most of these guns are, as the magazine, handguard, barrel length and rear sight were clearly L85, whereas the front sight and carry handle were FA 03. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 09:28, 18 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AP Pistol ==&lt;br /&gt;
&lt;br /&gt;
I just saw this on Modern Firearms. http://world.guns.ru/smg/usa/scamp-e.html Does anyone else think the AP Pistol looks more like the Colt SCAMP than the OTs-33 Pernach? [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 18:35, 10 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can't see any resemblance myself, not that it looks like a Pernach either, but it really, really doesn't look like the SCAMP [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
There are a few similarities in shape and layout to the SCAMP. The squared slide/frame, the ejection port, the central alignment of the barrel. It's not perfect, but all the guns in this game have had creative licenses taken by the designers. There are no specific similarities between the AP Pistol and the OTs-33. [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 16:37, 15 May 2014 (EDT)&lt;br /&gt;
:Rather than rolling back edits without explanation, work it out here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:51, 16 May 2014 (EDT)&lt;br /&gt;
::The page is locked again, for one week this time. Like I said, work it out here. Present your arguments and your evidence. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:10, 27 May 2014 (EDT)&lt;br /&gt;
:::Another week and no discussion. Very well. If this edit warring continues, bans will be issued. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:44, 3 June 2014 (EDT)&lt;br /&gt;
::::I think the recipe for this thing is:&lt;br /&gt;
::::*Take a TDI KARD&lt;br /&gt;
::::*Think the thing under the barrel which is actually the action is a LAM and take it off because your game doesn't have LAMs&lt;br /&gt;
::::*Think the charging handle is a cocking serration and turn it into the back of a slide&lt;br /&gt;
::::You now have the AP pistol. SCAMP seems way obscure for a positive ID and it doesn't really look like one anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:30, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love all the vehicles and weapons as free DLC, I really do, but... ==&lt;br /&gt;
It would be nice if we got something other than just pistols and assault rifles. There's already more of those than any other weapon type. I wish they'd add some of the cut weapons detailed a few sections up (M110-style sniper rifle, XM25-style grenade launcher, etc.) in addition to new stuff. Would love an MP7A1 and a Carl Gustav rocket launcher, for example. Maybe add some new weapon attachments like laser sights and different optics. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:06, 13 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New weapons leaked? ==&lt;br /&gt;
&lt;br /&gt;
Hey I found this surfing web: http://www.se7ensins.com/forums/threads/leaked-future-dlc-weapons.1141769/&lt;br /&gt;
There is a picture showing some icons for weapons that already have been added and some that we will probably see in future.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/S5amZ8I.png - icons&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/F8T96mT.png - textures for weapons&lt;br /&gt;
&lt;br /&gt;
New weapons include: HK21 MG, SCAR-H, pistol and a knife  --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 02:22, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See my post on the cut weapons above, although it's entirely possible the HK21 and SCAR are being re-added from cut content. The pistol looks new, too. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:34, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Snipers rifles ==&lt;br /&gt;
&lt;br /&gt;
Some changes should be made to the sniper rifles on the page, (The page is now indefinitely protected due to edit warring in which I was involved, but I won't change that edit again. Can someone of the admins remove the protection?) I think the bolt-action sniper rifle in-game is an AWM, not a standard AW, since the weapon model shows a folding stock (although in this case the 10-round mag would be incorrect). As for the &amp;quot;Heavy Sniper&amp;quot;, I think that it's an M82, since the weapon's appearance in-game doesn't seem to match the rail system seen on the M107. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:30, 7 June 2014 (EDT)&lt;br /&gt;
:I've unlocked it. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:48, 7 June 2014 (EDT)&lt;br /&gt;
::As with the vast majority of the guns on this page, it is not a perfect match for any particular AI rifle. However, I would say that it is more accurate to call it a standard AW as opposed to an AWM. If you look at the ejection port it appears to be the shorter one which is on the AW as the recess in the stock beneath is notably larger, as opposed to on the AWM where the port is almost the same size as the recess. Also, just because it has a folding stock does not make it an AWM, they make AWs with folding stocks such as [[Media:Arctic Warfare Folding Stock.jpg|this]], just like they make AWM with fixed stocks like [[Media:AWSM fixed.jpg|this]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:30, 7 June 2014 (EDT)&lt;br /&gt;
:::Mmm... I understand. And what about the Barrett? (And a question: is it ''always'' the case for an AW to have a 10-rd mag and for an AWM to have a 5-rd one? Or can these capacities vary?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:36, 8 June 2014 (EDT)&lt;br /&gt;
:::Isn't it more accurate to put the Barrett M82 instead of the M107? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:42, 10 June 2014 (EDT)&lt;br /&gt;
::::Not really, as the main difference between the two is the sight rail and the rail used on this matched neither (M82A1 is short raised, M107 is long low). The other difference would be the rear grip on the butt, but as this model is horrifically inaccurate and omits this whole area that doesn't really help. You could say that it is slightly closer to an M82A1 (not M82, that it is the original version which is noticeably different) as the riser for the rail is slotted, but you could also argue that it is closer to an M82A3 as it has a raised rail stopping a couple of inches short of the front of the handguard. I would either just identify it as a &amp;quot;Barrett M82 Series&amp;quot; rifle or (more preferably in my opinion) just call it the &amp;quot;Heavy Sniper&amp;quot; and say that it is based on an M82 series rifle with a number of differences (presence of a cheek rest, lack of a grip on the butt, wrong magazine which looks more like a giant M14 one, different scope rail, odd handguard that looks like it can accept side rails like some AR-15 handguards/monolithic uppers, different muzzle brake, unfluted barrel, etc.). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:18, 10 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Piece of advice ==&lt;br /&gt;
If you've bought the Collector's or Special Edition of this game and Rockstar Support suggests you uninstall and reinstall the patches/DLC in response to any problems you're having, '''don't do it'''. I did this after the monster truck, motorcycle, and firework launcher from the Independence Day DLC disappeared from my game and now all my Special Edition bonuses (Desert Eagle, KSG, blimp, and extra weapon tints) are gone and (so far) unrecoverable. :( They gave me $500K GTA bucks for use in GTA Online as compensation (which I'm happy with), but I'm still saddened by the loss of my SE stuff. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:05, 9 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== These guns ==&lt;br /&gt;
&lt;br /&gt;
I can give some leeway to games set in the near future (Black Ops II, Advanced Warfare, Titanfall, Ghost Recon Future Soldier, Homefront, etc.), but these guns look so hideous looking. How can you botch these up so badly? I can understand if Rockstar was trying to make &amp;quot;generic&amp;quot; guns, but they did a good job with GTA IV, RDR, and Max Payne 3, and suddenly they make guns that look like generic rip-offs. - [[User:1morey]] August 14, 2014 7:21 PM (EST)&lt;br /&gt;
&lt;br /&gt;
Gotta agree. I expected better from R*. At least there are still reconizable ones such as the RPG-7 and the Type 56-2.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 19:36, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's supposed to be the same approach that they take with cars, really. I appreciate the customization and more detailed reloads though.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:26, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no problem with their looks, as it makes sense from an in-universe perspective to have frankenguns just like they have frankencars, I just wish they'd go all the way and give them less generic names. There are already a few firearm manufacturers named in the game. The MP5, PT92, Combat Pistol, and KSG are made by &amp;quot;Hawk and Little&amp;quot;, and the Carbine Rifle and M82 are made by &amp;quot;Vom Feuer&amp;quot;, for example. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:14, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New screenshot for Xbox One, Playstation 4 and PC ==&lt;br /&gt;
New screenshots revealed by Rockstar Games for Xbox One, PS4 ​​and PC.&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 16 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Marksman Rifle ==&lt;br /&gt;
&lt;br /&gt;
Although the barrel assembly matches the M14, I think the &amp;quot;Marksman Rifle&amp;quot; has some resemblance to a Ruger Mini-30 in the Clyde Armory SCAR stock&lt;br /&gt;
http://clydearmory.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/c/l/clyde_armory_scar_stock_mini30.jpg&lt;br /&gt;
&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:08, 3 October 2014 (EDT)&lt;br /&gt;
:I personally believe that it was probably modeled off a picture of a Mini-14 with a barrel stabilizer, giving it the look of an M14 gas tube. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 21:32, 3 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eww ==&lt;br /&gt;
&lt;br /&gt;
Huh. Is it just me, or are the weapon models in this game amazingly ''ugly''? Not Dead Island levels of atrocious, but just kind of...off. --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 23:28, 27 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rail Gun ==&lt;br /&gt;
It's one of the current gen exclusives.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-RailGun.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
What section on the page should it go on? Launchers? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:24, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First Person Mode  ==&lt;br /&gt;
&lt;br /&gt;
So the weapons look far more detailed in the new version:&lt;br /&gt;
http://www.ign.com/articles/2014/11/04/grand-theft-auto-v-a-new-perspective&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:09, 4 November 2014 (EST)&lt;br /&gt;
:New PC is seeming a better idea every day. Hope it supports SLI properly rather than using some horribly gimped engine like Wolfenstein did. Also hope there's more heist missions in single this time around. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:25, 4 November 2014 (EST)&lt;br /&gt;
::PC version will require 65 gigs of HD space o_O [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:54, 15 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Carbine Rifle (Next Gen) ==&lt;br /&gt;
&lt;br /&gt;
See more detailed, appear in the trailer for PS4 and Xbox One). You can see &amp;quot;5.56mm&amp;quot; and others. They are visible, while the previous version (Xbox 360 and PS3) did not like this.&lt;br /&gt;
Puts 0:43 min   https://www.youtube.com/watch?v=kFhkHFSytVU&amp;amp;feature=youtu.be&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 00:24, November 2014 (VST)&lt;br /&gt;
:And first-person model [http://gta.wikia.com/File:VomFreuer-GTAV-reload.jpg here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:26, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== GRAND THEFT AUTO 5 ONLINE HEISTS (FINALLY) REVEALED ==&lt;br /&gt;
&lt;br /&gt;
Here's news from IGN, the incredible video, more weapons, screenshot and others. [http://www.ign.com/articles/2014/12/16/grand-theft-auto-5-online-heists-finally-revealed?watch=&amp;amp;utm_campaign=fbposts&amp;amp;utm_source=facebook here].&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 11:33, 16 December 2014 (VST)&lt;br /&gt;
:So how many more years do you think it'll be before they actually release it? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:09, 16 December 2014 (EST)&lt;br /&gt;
::Only I mean weapons are usable as Browning M2, the Russian DShK. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:05, 16 December 2014 (VST)&lt;br /&gt;
:::I would imagine the miniguns on the Lynx-like helo are as well. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
You're right. It took a long time by R*.[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:10, 16 December 2014 (VST)&lt;br /&gt;
:Well, in their defense, the programming side of it was probably a ''lot'' harder than the interview lets on. Most gamers are an inconsiderate bunch who don't understand how difficult it really is to make these games. There are millions, possibly ''billions'', of lines of code running in the background and even so much as a single misplaced punctuation mark or simple misspelling can cause the game to crash. I personally would rather have heists ''working correctly'' instead of quick. It's messed up how people out there can decry a game's development process &amp;quot;taking too long&amp;quot;, then complain when they end up with a bug-riddled game. You can either have quick or quality and I prefer the latter. Just to clarify, I'm not targeting anyone here as being like this, I'm just saying. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
::Naw, that doesn't happen anymore, code's a lot more robust than old systems like BASIC and a lot of the error checking is automated. It's more like your body these days; it's not too hard to get it so it isn't doing quite what it's supposed to, but it takes some effort to outright kill it. And the biggest headaches are PC related because you have to deal with thousands of arbitrary configurations of hardware, drivers and software. Getting a new mode running for a game you spent, what, four years working on and based on an existing engine shouldn't take a year, most likely a lot of resources got eaten up by the next-gen version and heist mode for the last-gens got put on the back burner.&lt;br /&gt;
::Really it's not so much that it's taking too long as that they've spent a year saying it's coming soon. It would have been better if they'd just said it's ''not'' coming soon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:39, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, '''AIRCRAFT CARRIER'''?! I really hope ''that'' gets stuck off shore somewhere in story mode, though I somehow doubt it :(. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]])&lt;br /&gt;
:Eh, given how much ocean there is, for all we know it could be there now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:10, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we going to mention the Dillon Aero M134s (with anti-aircraft sights) fitted to the Huey seen in the trailer and screenshots. It also looks to be chin-mounted with a four-barreled variant of the M197 Vulcan, though seeing as how such a variant doesn't exist, I don't know if we just refer to it as a generic autocannon. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 14:34, 3 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thomspon M1928A1 ==&lt;br /&gt;
&lt;br /&gt;
Maybe it earlier M1921AC Thompson, only with horizontal foregrip?&lt;br /&gt;
&lt;br /&gt;
:An M1921AC with a horizontal foregrip basically ''is'' an M1928A1, aside from internal differences which a videogame gun doesn't have. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:31, 26 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Airsoft replica? ==&lt;br /&gt;
&lt;br /&gt;
http://image.noelshack.com/fichiers/2015/02/1420575808-player-exclusive.jpg&lt;br /&gt;
&lt;br /&gt;
When I was navigating on my statistic page in the social club website, I clicked on the link to have more information about the account transferring (old gen -&amp;gt; current gen) and I saw this drawing.&lt;br /&gt;
&lt;br /&gt;
As you can see, the bottom looks like a high cap airsoft M16 USGI magazine, and the top doesn't have lips, and looks to be the top portion of an airsoft mag.&lt;br /&gt;
&lt;br /&gt;
Maybe some guns in the game were rendered with airsoft model, like the Milkor MGL.&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|Armalite15]] 21:31, 6 January 2015 (CET)&lt;br /&gt;
:A lot of games use airsoft guns as models to render in-game weapons, so it's incredibly likely that Rockstar did this. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 01:26, 7 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Revolver on billboard ==&lt;br /&gt;
Found this. Colt Anaconda?&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-Revolver.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:40, 22 February 2015 (EST)&lt;br /&gt;
: Well, while the frame and cylinder look a bit large, the gun seems to be blued, which, if you want to be technically accurate anyway, would make it a [[Colt Python]]. Anacondas are stainless-steel only. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:47, 22 February 2015 (EST)&lt;br /&gt;
::There's also two Colt SAA's is also present on the San Andreas Park Ranger logo&lt;br /&gt;
:: http://img1.wikia.nocookie.net/__cb20131102155716/gtawiki/images/d/dc/Los-Santos-County-Seal.png [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:20, 22 February 2015 (EST)&lt;br /&gt;
:::Where's this billboard, BTW? Need to find it to replace the shot. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:53, 23 April 2015 (EDT)&lt;br /&gt;
::::I found one on the south side of the Gentry Manor Hotel in West Vinewood, at the intersection of Gentry Lane and Eclipse Boulevard. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:44, 25 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heists Update ==&lt;br /&gt;
&lt;br /&gt;
As of now, everything except for the ability to put a military jeep in your garage is exclusive to GTA Online. Very stupid decision on Rockstar's part, if you ask me. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 23:25, 11 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
The onscreen prompt in SP says new vehicles have been added to your properties, so I'm guessing it's just a bug that will get sorted out in the near future. I'd imagine Rockstar's main focus right now is rightly getting their servers sorted out to handle the high volume of traffic, because millions and millions of players getting on all at the same time is almost guaranteed to cause such problems. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:26, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Carrier ==&lt;br /&gt;
&lt;br /&gt;
Since the Heist update, we can go into the new aircraft carrier during a mission (and also in freeroam with some exploit but it has been now patched). I saw a lot of missiles, but I can't identify them. There is also a CIWS Pahalanx at the rear part of the landing deck.[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:46, 30 March 2015 (CET)&lt;br /&gt;
:I don't think the missiles need to be ID'd, however, the &amp;quot;Savage&amp;quot; and &amp;quot;Valkyrie&amp;quot; helicopters both have Yak 12.7mm nose guns.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:13, 1 April 2015 (EDT)&lt;br /&gt;
::I'd imagine RIM-116 or one of the Sea Sparrow family, ID it in the background if you can get a shot of the box launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:50, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page inaccuracies. ==&lt;br /&gt;
&lt;br /&gt;
First, I'm incredibly certain that the &amp;quot;Makarov PM&amp;quot; in Righeous Slaughter 7 is just a Walther PPK, second, the Colt 1851 Navy's on the Patriot Beer logos are just standard cap-firing LeMat revolvers. [[User:PaperCake|PaperCake]] 16,57 , 17 April 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
What's with the point about the suppressor being removed when drive-by shooting from cars? I remember testing on the Xbox 360, and it wasn't the case. Could it be a bug on the enhanced next-gen version? (at least in FPS view?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:52, 20 April 2015 (EDT)&lt;br /&gt;
:In first-person when you're shooting from a car, it has no suppressor and it makes the sound of unsuppressed gunfire, I'm fairly sure it's also unsuppressed in third person though I'd have to go back and check to be certain. It's most likely so they don't have to have two sets of animations for using the gun in the car to stop the suppressor clipping through things, or that stopping the suppressor clipping through things required holding the gun model so close you couldn't see it properly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:24, 20 April 2015 (EDT)&lt;br /&gt;
::Yep, guns fired from cars make their no-suppressor sound in third person too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:09, 21 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== QBZ-95-1 really a Type 86S ==&lt;br /&gt;
&lt;br /&gt;
The Bullpup Rifle/ QBZ-95-1 is really a Type 86S AK Bullpup configuration made in China. You can see the similarities in the stock, the other features are from some other guns, such as the AR15/M16 front sight. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 23:32, 20 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's based on the LAPA FA03 for the cooling vent and the front sight (but they preferred to recycle the sight of the carbine in GTA IV), the Type 86 for the rear portion and the QBZ 95 for the middle and front low portion of the rifle.&lt;br /&gt;
&lt;br /&gt;
[[User: ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) &lt;br /&gt;
08:08, 23 April 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Last edit (which was an undo of another edit) regarding 'full-auto fire'==&lt;br /&gt;
Though the summary didn't get all of my statement, the reason I changed it back is because A) it sounds like a notable difference between the stated/printed documentation for the game and what is actually in there, and we generally note differences of that sort on pages and B) If you hold down the trigger (or in this case, the mouse/controller button) and you get more than one round fired at a time in any remotely rapid succession it's by definition fully-automatic - The rate of fire being slower is irrelevant; We have noted guns that fire that slowly on the site as fully-automatic because that's what they are. If there's a substantial pause between shots (I'd say a second or so) that's one thing, but if it's just not as fast as most other full-auto guns that's again irrelevant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:34, 17 June 2015 (EDT)&lt;br /&gt;
:Just because you hold down the button to fire multiple shots doesn't make the weapon fully-automatic. Look at most other weapons in the GTA series that share this characteristic, yet are still noted to be semi-auto. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:15, 17 June 2015 (EDT)&lt;br /&gt;
::It's probably worth noting it fires continuously if you hold down the button but is slow enough to be semi-auto, that covers all bases. A lot of games will re-fire semi-automatic weapons after a while if you hold the button down (I think it's something GoldenEye started, the deal there was you could fire pistols much faster by tapping the button than holding it) and this could be reasoned to be the player character pulling the trigger again rather than holding it down. I mean some games will do the button-holding thing with manually operated weapons, and when you have the player character operating a bolt on-screen you can't possibly say it's a fully automatic weapon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:24, 17 June 2015 (EDT)&lt;br /&gt;
::: ^ Indeed, and that's fine. I'm just saying, a slow-fire rate does not equal ''not'' full-auto, it is just what it is - slow. That said, as I stated, if there is a decent pause between shots, that's different - that can be inferred as semi-auto fire. It just didn't sound like that was the case. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:34, 17 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Just made a Slow Motion video with all details. ==&lt;br /&gt;
https://www.youtube.com/watch?v=04h10L9eMNY&amp;amp;feature=youtu.be (watch in 1080p for the details), be free to do the same thing or to post use it as you want.&lt;br /&gt;
&lt;br /&gt;
Using the Rockstar Editor is very nice to see details of firearms in the game. Also we can see that every hammer fired pistols are DAO. --[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 23:44, 22 June 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
Good video, here's an equivalent in first person (not my video) https://www.youtube.com/watch?v=f3wBvrNTdNA&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:36, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lowriders trailer ==&lt;br /&gt;
&lt;br /&gt;
A new update coming soon, and there's at least one new weapon, which looks like TEC-9, but the barrel shield is a bit different. Trailer here https://www.youtube.com/watch?v=E9oOnUNJkBE --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 10:19, 16 October 2015 (EDT)&lt;br /&gt;
[[File:GTAVTEC9-1.jpg|400px|thumb|none|]]&lt;br /&gt;
:Might be they bulked up the shroud to look better with a suppressor, I guess. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 00:17, 17 October 2015 (EDT)&lt;br /&gt;
:Yeah, I'm inclined to say beefed up barrel shroud, too. But yay, we get a classic street thug SMG! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:28, 17 October 2015 (EDT)&lt;br /&gt;
::I rather see a Mac-10 but oh well. Never liked the look of the Tec-9. (also i did not the Tec-9 was actually from sweden to begin with, that feels weird)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:12, 17 October 2015 (EDT)&lt;br /&gt;
:::It resembles the original [[TEC-9]] is '''very distantly''': [http://gta.wikia.com/wiki/File:MachinePistol-GTAV.png]. I would even say that this &amp;quot;TEC-9&amp;quot; with the original nothing in common except the ''name''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 22:04, 07 November 2015 (UTC+2)&lt;br /&gt;
::::If anything, that gun looks more like a Calico, based on the grip design. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:47, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Revolver...only in GTA Online? ==&lt;br /&gt;
So they finally add a revolver to the game...and restrict it to GTA Online? What the @$%*, Rockstar?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:56, 25 January 2016 (EST)&lt;br /&gt;
:Yeah it's lame, but then again, the revolver's pretty lame too. BTW if you're playing this on PC you can just a use a trainer in order to give yerself the revolver. If you're on console, then you're fucked.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:15, 26 January 2016 (EST)&lt;br /&gt;
::Yeah, I'm on console. The only thing I can play on PC with any amount of success are RTS games like Total War. I just can't get the hang of keyboard controls. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:32, 26 January 2016 (EST)&lt;br /&gt;
:::Honestly I think the Thompson Contender pistol shoots as fast as the revolver does. Maybe you could use it in the Rockstar Editor/map maker.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:32, 26 January 2016 (EST)&lt;br /&gt;
::::360 and PS4 controllers work on PC and GTA V has full controller support--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:37, 26 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
Sorry for the crappy picture- I had more pics that got eaten somehow. What are yall's opinion on this gun?&lt;br /&gt;
[[File:GTA_5_Double_Barrel_Shotgun.jpeg|500px|thumb|none|This Stalker needs to get out of here- this is GTA!]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:09, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Compact Rifle&amp;quot;==&lt;br /&gt;
Here are a few reference pics for the new rifle. I don't ever feel comfortable trying to figure out Kalashnikovs and their clones, so I'll let the experts handle this one. &lt;br /&gt;
[[File:GTA_5_Compact_Rifle.jpg|500px|thumb|none|first person]]&lt;br /&gt;
[[File:GTA_5_Compact_Rifle2.jpg|500px|thumb|none|Now a Metro ranger!]]&lt;br /&gt;
[[File:GTA_V_Compact_Rifle.jpg|500px|thumb|none|and just a vanity pic with alt gas mask at this point. If I had framed the shot better it would look like he had a halo. Or at least an idea. ]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:27, 15 March 2016 (EDT)&lt;br /&gt;
:How did you get the gas mask/helmet combo? Gun looks like an AKMSU with no stock.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:29, 15 March 2016 (EDT)&lt;br /&gt;
::I thought so, but was afraid to ask. Also, for the mask/helmet combo, watch this vid: https://www.youtube.com/watch?v=8IgvMnn1gx4  [[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:42, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
And story mode gets nothing from the new update YET AGAIN. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:33, 15 March 2016 (EDT)&lt;br /&gt;
:Don't bet on any Single player DLC anytime [http://kotaku.com/no-wonder-gta-v-hasnt-gotten-any-single-player-dlc-yet-1757189298 soon.]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 07:27, 16 March 2016 (EDT)&lt;br /&gt;
::I'm not talking about a complete expansion like GTA IV and RDR got, I'm talking about simply making new weapons and vehicles available for use in story mode. I seriously doubt it would take all that much effort or cost to do so and it at least gives the ''illusion'' that those who prefer story mode might still matter a little bit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:42, 16 March 2016 (EDT)&lt;br /&gt;
:::I agree that it is lame that they have stopped adding guns to the single player. I'm not surprised however, since that gun wall is full now. Although if you are playing on PC you can use a trainer to just give yourself these new guns for free.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:35, 16 March 2016 (EDT)&lt;br /&gt;
::::Actually the Ammu Nation wall has been rearranged in both single and multiplayer so there's several slots still left.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:09, 16 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy revolver= air gun? ==&lt;br /&gt;
&lt;br /&gt;
The heavy revolver heavily resembles the ASG Dan wesson air pistol. The barrel, grips and even the location of the logo on the grip are almost identical. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:00, 8 June 2016 (EDT)&lt;br /&gt;
:I think you are right about the frame and grip, though the barrel definitely matches the Taurus a lot more (note the number of vent holes and compensation cuts.)--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::You're definitely right about the vents etc but to me it looks like the barrel profile is a lot slimmer than the Taurus and closer to the ASG, though they could've simply stretched a Taurus barrel to make it longer without adjusting the proportions. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 08:09, 7 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Regarding the AP pistol==&lt;br /&gt;
&lt;br /&gt;
Obviously it's a frankengun like other weapons in the game and doesn't have a real counterpart, but still... Doesn't it have some slight resemblance to the [[Arsenal Strike One]]? Thing is we need to have a compromise on this, since apparently a lot of users disagree about the resemblance with the Colt SCAMP currently stated in the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:49, 22 July 2016 (EDT)&lt;br /&gt;
:Not really other than both have a square slide with the serrations in roughly the same place. I think it's safest to put it down as a TDI Kard that some goof thought worked like a typical handgun with a slide, mated on top of a 1911 style frame and grip (though the grip angle is very reminiscent of a Colt Woodsman), the resulting abomination does kinda bear some resemblence to the Scamp overall coincidentally. On another related note, I have played the IAA building retrieval mission on both X360 and Xbone and don't ever recall the pistol firing in bursts.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::Same here, played it on PS3 and 4, can't remember it firing in bursts.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:25, 22 July 2016 (EDT)&lt;br /&gt;
:::Yes it does; by playing the rappelling part you should notice a delay between every three shots (it's even more noticeable when using Michael's slow-mo special ability). Thing is you need to hold down the firing button in order to fire full bursts (which is a more realistic representation of burst firing mode, aside from the fact that here you fire successive bursts by holding down the button), unlike usual video games where one trigger pull automatically fires three shots. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 02:47, 23 July 2016 (EDT)&lt;br /&gt;
::::Ah, I tried it and does indeed fire in bursts, the RPM is incredibly slow though so I guess it's hard to tell unless you're trying to spray all the IAA goons down at once.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:56, 26 July 2016 (EDT)&lt;br /&gt;
::::::It's not '''that''' slow actually (though it's much slower than real burst-firing pistols). To test it, all you have to do is &amp;lt;s&amp;gt;follow the damn train, CJ&amp;lt;/s&amp;gt; kill all the IAA agents except one, and then freely fire your weapon in the air while hanging from the rope (works better if you have extended mag on it). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:15, 2 November 2016 (EDT)&lt;br /&gt;
:::::::Don't forget to order two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:37, 2 November 2016 (EDT)&lt;br /&gt;
::::::::&amp;quot;Hey, I'm just finishing my fries!&amp;quot; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:56, 2 November 2016 (EDT)&lt;br /&gt;
:::::Could the AP Pistol on some level be based on this? Its a Kalashnikov Concern PL-14 &amp;quot;Lebedev&amp;quot;. [[File: PL-14 Lebedev.jpg|none|250px|thumb]] [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 17:28, 3 September 2016 (EDT)&lt;br /&gt;
::::::Doubt it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:28, 3 September 2016 (EDT)&lt;br /&gt;
:::::::Not at all; the slide, serrations, pistol grip and trigger guard are all different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 4 September 2016 (EDT)&lt;br /&gt;
::::::::I think this game also predates that pistol by a couple of years doesn't it?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::Yeah, the GTA V pistol predates the Lebedev by at least a year.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::: What about the crosman marksman 10/10? The slide is almsot identical, minus the rails. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 04:32, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Junior ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something or does the SNS pistol have absolutely nothing in common with the Colt, other than them both being of a similar size. I can see the P7 link, it's almost identical apart from the hammer and trigger guard, just can't see any similarities with the colt. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:03, 13 December 2016 (EST)&lt;br /&gt;
:I left it that way from when it was indexed as a Colt Junior and AMT Backup mix (it had very little resemblance to the latter). The extractor and ejection port match the Junior a bit more than the P7.&lt;br /&gt;
:: Extractors and ports are hardly unique, you could find thousands of guns that match the extractor and ejection port. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:02, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== JB 700 guns ==&lt;br /&gt;
&lt;br /&gt;
Someone could ID them? The game is avaiable since 2013 and nobody had add them. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:51, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, they're just kind of generic machine guns, they don't look like anything in particular. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:48, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Well they still be firearms. Also somebody can ID Proximity Mines? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:45, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about Homing Missile ==&lt;br /&gt;
&lt;br /&gt;
Would be possible to made the ingame Homing Missile in real life? Muzzle loaded, and so on... --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:55, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not really. A typical MANPADS is almost the entire length of the launcher, and little fat muzzleloading RPG-7-style rocket with no fins wouldn't really be able to steer itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:20, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firework Launcher question ==&lt;br /&gt;
&lt;br /&gt;
How can I build one in RL?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:53, 25 January 2017 (EST)&lt;br /&gt;
:Step Number One: Don't.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:18, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Would use the same mechanism as RPG-7, I think. And is legal.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:20, 25 January 2017 (EST)&lt;br /&gt;
:By all means, please try and tell us what happens when you try to imitate something from Grand Theft Auto.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
A theory of mine, think that I would end wasted.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:03, 26 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:You have Rammstein [http://youtu.be/98RYXRN8GTM?t=183 using a firework-launching crossbow] during one of their concerts... and then there's [http://youtu.be/JcFh177fqu0 this guy] :D --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:45, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
&lt;br /&gt;
Someone known the Real Life Brand of the various accessories and scopes mounted on sniper rifles in this game? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:16, 16 February 2017 (EST)&lt;br /&gt;
:I don't actually play the game, but I know that an ELCAN Spectre and Magpul AFG can be mounted on the AR15.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:24, 16 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: Carbine Rifle belt box ==&lt;br /&gt;
&lt;br /&gt;
The use of a belt box for the Carbine Rifle isn't that ridiculous seeing as how there are belt-feed conversion kits available for AR-15/M16 pattern rifles in real life.&lt;br /&gt;
&lt;br /&gt;
:Firstly, when posting something on a discussion page remember to sign and timestamp it by typing &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of your post, or by just clicking the &amp;quot;Signature and timestamp&amp;quot; button at the top of the edit window. As for the question, it is still kind of ridiculous if you are fitting a belt box onto a gun with a regular upper that isn't set up to take a belt. Either way, I think that what they modelled it on actually isn't a belt box per se, but rather one of those super high capacity Airsoft hopper magazines like [http://cdn1.evike.com/images/large/mag-ak-m4-5000-2.jpg this one].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:10, 19 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why would a real steel version of that be ridiculous? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:58, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean a real steel version of the Airsoft hopper magazine I linked to above? If so, it is pretty much impossible to make a design that looks like this work practically for a real gun, as there is no logical way that it could actually store the rounds and feed them. Drum magazine are round because they have a spindle that rotates to push the rounds up a feed chute, a square magazine that looked like this would would only work if it was just a drum on the inside with wasted dead space in the corners. The especially nonsensical part is the thin section on the left that goes up the side of the magazine well, which only makes sense on the Airsoft magazine as it is jsut a gravity fed hopper with a motorised gadget at the bottom that gathers the loose BBs. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:15, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And if worked with a stacked magazine-like mechanism?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:45, 20 April 2017 (EDT)&lt;br /&gt;
:Whatever the internal arrangement the bullets would still have to feed into the magazine well, so everything above the bottom of the magazine well would be very difficult (impossible  most likely) to actually use. The whole thing is about the width of 5 regular magazines, so that would make a magazine like this something like a 10 to 12 stack mag. The most that anybody has ever done that I am aware of is a quad stack magazine, and anything more than this would be incredibly difficult to make work due to the complexity of the internal geometry and the follower/followers you would need. I doubt that there is a way that you could feasibly get 10 different columns of rounds to narrow down to two in a standard STANAG mag well and have it be even remotely reliable. If it has 8 stacks, you would have to do something like start with 4 double stack columns, then merge them in pairs down to 2 double stacks, and then merge them again to a single double stack that would fit in a magazine well. The problem with this is that the followers would need to made of chains of dummy rounds that would be horrendously complicated and most likely jam prone, and I also doubt that you would be able to load them reliable with the rounds actually going into the columns you want them to in order to fill it to capacity. Regardless, if you could do it would end up being a bizarre triangular thing rather than the square box shown here.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:45, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
== Finally a gun-based DLC! ==&lt;br /&gt;
&lt;br /&gt;
It will come in June, a BTR-esque APC  and a heavily modded Type 56-2 (or maybe a different model) are shown.Finally, after all the idiotic updates! Even released in  my birthday! Kurwa, yeah![[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:11, 27 May 2017&lt;br /&gt;
&lt;br /&gt;
Too bad I won't ever get to touch them since they apparently gave a middle finger to story mode players some time back. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:45, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And dont forget the gave another to players who are too poor (like me) to afford to change the consoles from 7th to 8th gen...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:49, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rockstar has stated that they can't do anymore updates to the 7th gen version of the game without compromising stability[https://www.vg247.com/2015/09/10/gta-online-updates-stopped-ps3-xbox-360/]. At least you've gotten an explanation for why they stopped. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:28, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I knew that since the I Gotten Gains 2 update, but since I spent 60€ I found it a bit dishonest since I would spend +300€ circa just to play a game that doesnt update Story anymore... anyway... seems that weapons could be a Rockstar-style version of the [[AK-12]] or a modded Type 56-2(?)...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
FLASH NEWS! The update seems to just add accessories, (new stocks,open red dots and muzzle brakes for sure),so is a  Type 56-2 and I saw a M60 variant (the handguard is too long for the Minimi hybrid...)--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Will be released in 13 June.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:08, 8 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mounted DLC Flak Cannon ID... ==&lt;br /&gt;
&lt;br /&gt;
There is a trailer that come in 2 variants : SAM missiles launcher and Quad Machine Gun mount.&lt;br /&gt;
I would guess the machine guns are M2s but they look to thin... anyone know what they are?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:30, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
My bad, the trailer come in 3 variant. There's a M2 version, I just misID the flaks... somebody can ID them? I m very bad IDing artillery and cannons...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:06, 14 June 2017 (EDT)&lt;br /&gt;
:Would you mind linking and/or posting a picture, please? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:39, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's some videos by GTASeries on it, but I can tell what the cannons are. The main dual flak guns are Oerlikon 20mm's in a dual mount like you would see on WWII-era battleships, except it's fitted with a gunshield and anti-air sight. The other &amp;quot;Quad 20mm&amp;quot; is actually another WWII weapon, a M51 Quad AA mount, although with a much simpler gun sight. The other mounted weapons seem to be based off of in-game player guns like the PKM and the Minigun, although I'm just sad Rockstar didn't give us the ultimate Redneck car: An El Camino with a mounted .50. --[[User:PaperCake|PaperCake]] 12:02, 14 June 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Thank you, PaperCake! I dont have the next-gen version of the game, so I can't provide pics. Well if you think that dont add a El Camino is sad, thing that they add a AWESOME Dartz Kombat (which I dont understood if is Russian/Estonian/Latvian/Whateverian)...&lt;br /&gt;
...just for use it in one mission only 😐. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:03, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
A friend gave me pic of the Mk.2 guns.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pistol Mk2 ID ==&lt;br /&gt;
&lt;br /&gt;
I dont think is a PT92AF anymore. Is too different. Look likes one of these new pistols. Any idea of what is it?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:46, 17 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Please help ID==&lt;br /&gt;
[[File:GTAV-Trevor-sniper.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GTAV-Trevor-sniper-2.jpg|thumb|none|300px]]&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:06, 16 September 2017 (EDT)&lt;br /&gt;
:Well, it started out with an LE-stocked AR-15-type rifle, with a fully-fenced lower and an upper with no case deflector and what looks as though it once had a forward assist that was later removed, but the front end just seems like it's from something else; it kinda gives me Arctic Warfare vibes, but there's not enough visible detail to be certain. Well, at least Trevor's got good trigger discipline (although, considering he's a mentally unstable drug addict, that actually seems a bit out of character for him). Any other ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:33, 16 September 2017 (EDT)&lt;br /&gt;
::The front of the weapon did remind me of the AW at first. The rest of the weapon could have some elements in common with the M110 SASS that was cut from the game... except that some things like the handguard are completely different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:43, 19 September 2017 (EDT)&lt;br /&gt;
:::The artist probably started drawing a Mark 18 like the ones seen in the other art works, then tried to turn it into the AWM that Trevor uses in the mission. Obviously this isn't a real rifle.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:27, 19 September 2017 (EDT)&lt;br /&gt;
::::Well this horrible frankenrifle in this _not_ art-work is a bolt action.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 01:31, 21 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Loading screen guns  ==&lt;br /&gt;
&lt;br /&gt;
We see trevor with a standard 1911 and a modified l85a2 (note the comma shaped charging handle) in these 2 images. [https://www.google.co.uk/search?q=gta+v+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjB1-q5sMbYAhWS_qQKHXF8ARUQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=Rd7ffoE2NAgunM: L85] [https://www.google.co.uk/search?q=trevor+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiN0Me0r8bYAhWML1AKHd84C3YQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=PC_UYE4MrU8KDM: 1911]. Should these be added? If we're including something as obscure as a logo on a box of ammo then surely a loading screen counts? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:37, 7 January 2018 (EST)&lt;br /&gt;
:I'd say that they qualify for inclusion, but I'd like to see the L85 image, because clicking on that link just sends me to the Google search for &amp;quot;GTA V loading screen&amp;quot;. Also, I'm pretty sure that one of the loading screens includes a full-sized Glock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:17, 7 January 2018 (EST)&lt;br /&gt;
::The L85 is already on this page. Scroll up to the “Bullpup Rifle” discussion. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:40, 7 January 2018 (EST)&lt;br /&gt;
:::Not sure why that isn't working, I tested both links before adding the topic. But as Gumby said,the pic is already on here so it doesn't really matter --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 22:56, 7 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Type 56-2==&lt;br /&gt;
The weapon's front sight is really weird. By looking [http://gta.wikia.com/wiki/File:AssaultRifle-GTAV.png here], you can notice that it looks like an AKM's narrower front sight, except that it's hooded like that of the Type 56, while [http://gta.wikia.com/wiki/File:AssaultRifleMkII-GTAV.png the Mk II version] has a non-circled front sight (making it resemble even more the AKM's sight), but the bayonet lug position of both versions still match that of the Type 56-2 and the AK-47. What kind of compromise are we gonna make for this? (On another note, the Mk II version also the AKM's ribbed receiver cover and a pistol grip sorta similar to it, but still retains the Type 56's gas tube &amp;amp; block). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 22 January 2018 (EST)&lt;br /&gt;
:I'd just leave it as is and make a note of the AK47-like components on the Mark II entry.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:29, 22 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Everything Ejects .223 Casings(?) ==&lt;br /&gt;
&lt;br /&gt;
About a week ago, I was just casually playing GTA V in first person, I got into a gunfight and used the &amp;quot;Pistol&amp;quot; to end it, but as I fired it, I noticed something very weird.. The spent casings being ejected from the gun looked as if they belonged to a .223, not a 9mm. Soon after, I checked to see if this was the same for every other handgun, the &amp;quot;Combat Pistol&amp;quot; ejected .223, so did the Desert Eagle, the &amp;quot;SNS Pistol&amp;quot;, &amp;quot;Vintage Pistol&amp;quot;, &amp;quot;Heavy Pistol&amp;quot;, and &amp;quot;AP Pistol&amp;quot; too! I checked all the Machineguns, Submachine-Guns, and Rifles too. The Thompson, MP5, TEC-9, Minimi, PKM, everything spat out .223 cases. The Norinco and that &amp;quot;Bullpup Rifle&amp;quot; both spat .223 as well. I found that only the guns in the Sniper Rifle and Shotgun categories weren't ejecting .223. Has anyone else noticed this in their games? I can't have been the first one to see it.&lt;br /&gt;
&lt;br /&gt;
[[Image:.2239mm.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
Is because Rockstar thought that is better recicle the model and use it for all,made a lot of case models. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:50, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the Glock &amp;quot;23&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/5of6KrLNRnE?t=2m14s&lt;br /&gt;
Timestamped but TL;DR. The Glock Model removed from the holster is stated as a Glock 38, anyone want to back this lead and revise the article?&lt;br /&gt;
: TBH mate, think this page is a bit dead. I found a really close match to the AP pistol, no reply. I asked about including the guns from the loading screens and people said they should be included, still no update on that though. I wouldn't hold my breath if I were you --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:33, 21 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've been playing this (Story Mode, at least) a lot lately, I can keep my eye out for missing guns, including loading screen guns (I've already added Trevor's 1911), and get screencaps. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:19, 11 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is very, VERY old, but I think it's about time it was revised (then again, it's about time the whole page was revised. It's laden with errors.). The assumption that that Glock is in .40 S&amp;amp;W just because security agencies use it in real life is purely conjectural and unreliable. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 16:47, 4 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unidentified Pistol ==&lt;br /&gt;
&lt;br /&gt;
Looks like a 1911 variant to me, but I can't find anything that matches the trigger guard and that oddly shaped hammer --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 23:50, 8 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unusable guns==&lt;br /&gt;
Should unusable guns really be mixed up with actual in-game guns? To me it just looks weird and distracting to list a drawing of a revolver in a beer box or a MP40 used on an in-game cartoon literally inbetween guns the game actually features. They should be put in a separate section or the talk page. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 08:11, 4 August 2020 (EDT)&lt;br /&gt;
:You could put them into another section if you'd like; it's not an uncommon practice on other pages, though some still integrate them into the usable weapons instead. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:28, 4 August 2020 (EDT)&lt;br /&gt;
::I've done this on some other pages, its a bit of a leftover Evil Tim-ism. I agree that cutscene-only or decal/icon guns should go in a section at the bottom.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:45, 4 August 2020 (EDT)&lt;br /&gt;
::: I'm busy at the moment but I'll do the relocation in a bit. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 13:02, 4 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==SCAMP==&lt;br /&gt;
I have to wonder who thought the &amp;quot;AP Pistol&amp;quot; resembled the [[Talk:Colt SCAMP|SCAMP]]. It looks almost nothing like it to me, instead resembling the [[TDI Kard]] instead, which is mentioned in the description of the weapon. --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 06:07, 3 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Official Artworks from Rockstar &amp;amp; Possible Additional Entries for Unusable Firearms ==&lt;br /&gt;
&lt;br /&gt;
So, there's the [https://www.rockstargames.com/V/downloads official artwork page from Rockstar] for downloading official artworks of GTA V &amp;amp; GTA Online which I think would be great entries for the main page (Especially for providing comparisons between artworks &amp;amp; in-game models). However, the original GTA V artworks have the ratio in 16:10 in mostly either 1600p / 1800p while most GTA Online artworks have the ratio in 16:9 while having 4K resolution instead (The size of both GTA V &amp;amp; GTA Online artworks for desktops exceed 1 MB which means that they've to be scaled down). Also, I noticed that there're some unusable firearms from TV shows &amp;amp; commercials like [https://youtu.be/J-bLIF476E8 Jack Howitzer] (A reality show hosted by the titular character on Weazel), [https://youtu.be/khdIfqn6ygk Nogo Vodka ads] &amp;amp; [https://youtu.be/nJxsa1aTD8c Ammu-Nation ads] which haven't been seen in the main page yet. If that's the case, am I allowed to replace cropped artworks taken from magazines into the ones from the official artwork page from Rockstar instead while adding additional entries for firearms while providing screenshots from TV shows &amp;amp; commercials? I've GTA V from Epic Games Store which I got during its free promo last year, but I'm not sure how to conveniently take screenshots in there due to Epic Games Launcher lacks option to immediately take in-game screenshots unlike Steam. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 23:51, 15 September 2021 (EDT)&lt;br /&gt;
:Not sure what you mean by &amp;quot;cropped artworks take from magazines;&amp;quot; I'm pretty sure all the images on the page are from in-game or online sources. But if you can get higher-quality images, go for it. You don't need to ask for permission. I wouldn't worry about image aspect ratios with art images, as long as they don't look too glaringly off when formatted on the page. Also, if you have an Nvidia card you can use its overlay to take screenshots, or use Microsoft's Windows 10 Xbox overlay, or any other screen cap method. GTA V on PC probably has built-in tools as well. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:48, 6 October 2021 (EDT)&lt;br /&gt;
:Oh and lastly, keep in mind that some of those animations might be a bit too generic; keep in mind if they meet IMFDB criteria for actual animations, otherwise just skip them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:50, 6 October 2021 (EDT)&lt;br /&gt;
::Regarding those taken from magazines, one of them is this one below which seems smaller compare to the original artwork (Likely due to being meant for magazine cover). Also, I think that I'd skip firearms from animations like those in Nogo Vodka ads &amp;amp; such due to most likely not meeting IMFDB criteria for animations due to the firearms are looking too generic which'd make identification impossible. Right now my laptop's being brought to service for repair until undetermined date, but once it's fixed I'd be able to take screenshots from TV shows &amp;amp; commercials which met IMFDB criteria (At the time of writing this I'm borrowing my parents' laptop). In the meantime allow me to download all of the artworks (Including those from Online) &amp;amp; then I'll drop them here for identification, considering I'd like to hear people's inputs regarding them for clarification / such. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 05:26, 21 October 2021 (EDT)&lt;br /&gt;
[[Image:GTA5 AR2.jpg|thumb|none|500px|In a cover image for ''Game Informer'' magazine seemingly showing the crew after successfully robbing a bridge, Trevor carries an unsuppressed Mk 18 Mod 0. Note the short barrel.]]&lt;br /&gt;
&lt;br /&gt;
==GTA Online standalone==&lt;br /&gt;
Now that GTA Online has a standalone release, should we consider breaking all Online-specific content onto its own page? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:46, 10 August 2022 (EDT)&lt;br /&gt;
:Agreeing with Spartan198. I'm willing to volunteer in case no one wants to/can't do it. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 15:36, 15 December 2023 (UTC)&lt;br /&gt;
::I don't think it's really necessary, as there's a lot of overlap in both games, which could make it harder for visitors to find information. [[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]]) 15:58, 15 December 2023 (UTC)&lt;br /&gt;
:::I second that notion - we have some precedent for this sort of thing, with ''Warzone'' technically being a standalone game but its weapons being shown on the ''CoD'' pages that they come from instead. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:25, 15 December 2023 (UTC)&lt;br /&gt;
::::Wouldn't a separate section help? Like, a separate section for depicting weapons in both games and another section for depicting weapons that exclusively appear in GTA Online. Yes, there can be overlaps with the likes of usable content vs unusuable/cut content (the heavy rifle/scar) comes to mind, but I think we can for something like that. see the MWR page. [[User:XSlayer300|XSlayer300]] ([[User talk:XSlayer300|talk]]) 16:34, 15 December 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1635743</id>
		<title>Beyond The Wire</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1635743"/>
		<updated>2023-12-15T16:28:56Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: always double check your edits...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Beyond The Wire&lt;br /&gt;
|picture=BeyondtheWireCover.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=August 31, 2022&lt;br /&gt;
|developer=Redstone Interactive&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Beyond The Wire''''' is a 2022 tactical team-based first-person shooter video game set in the First World War, developed by Redstone Interactive and published by Offworld Interactive, the creators of ''[[Squad]]'' and ''[[Squad 44]]'' (known as ''Post Scriptum'' at the time). Twisting trenches, roaring artillery, rattling machine guns. ''Beyond The Wire'' wants to convey to players how cruel the First World War could be. Due to the claustrophobic narrowness of the numerous trenches, the game also relies heavily on close combat. Realism is also very important to the developers: accurate uniforms and weapons as well as authentic vehicles are supposed to provide a historically tinged feeling.&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;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Released with the Alpha, the Colt [[M1911]] is available for the American Expeditionary Forces' Assault Class, alongside the Harlem Hellfighters and the Canadian Expeditionary Forces (CEF).&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:BTWM1911Draw.jpg|thumb|none|600px|How to make every 1911 fan angry in one draw animation.]]&lt;br /&gt;
[[File:BTWM1911.jpg|thumb|none|600px|Yes, the hammer remains uncocked. And yes it bothers me as much as it bothers you.]]&lt;br /&gt;
[[File:BTWM1911Irons.jpg|thumb|none|600px|The irons of the M1911, quite a bit big for a version of the gun infamous for tiny sights.]]&lt;br /&gt;
[[File:BTWM1911LockedBack.jpg|thumb|none|600px|And after surviving the uncocked hammer for 7-8 rounds, the gun locks back to reveal the fact it CAN be cocked.]]&lt;br /&gt;
[[File:BTWM1911Reload1.jpg|thumb|none|600px|Don't think about it, don't think about it.]]&lt;br /&gt;
[[File:BTWM1911Reload2.jpg|thumb|none|600px|Just reload the thing and move on.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in-game as the &amp;quot;Pistole P08&amp;quot;, used by the German officer class as well as the German Assault Class.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BTWLugerDraw.jpg|thumb|none|600px|Drawing the Luger with a quick flick of the safety.]]&lt;br /&gt;
[[File:BTWLuger.jpg|thumb|none|600px|And revealing...A Luger. Very riveting stuff I know.]]&lt;br /&gt;
[[File:BTWLugerIrons.jpg|thumb|none|600px|Aiming it reveals Luger iron sights! Whimsy!]]&lt;br /&gt;
[[File:BTWLugerLockedOpen.jpg|thumb|none|600px|It does fully lock back on empty though, a nice touch.]]&lt;br /&gt;
[[File:BTWLugerReload1.jpg|thumb|none|600px|Even nicer is if you look closely here, you can see the barrel and front lockwork pushed back as part of the Luger's action. Very rare to see rendered.]]&lt;br /&gt;
[[File:BTWLugerReload2.jpg|thumb|none|600px|Also yeah, Luger reload, you know the drill here.]]&lt;br /&gt;
&lt;br /&gt;
===Artillery Model===&lt;br /&gt;
The [[Luger P08 Artillery Model]] is also available, dubbed the &amp;quot;Luger Lange Pistole P08&amp;quot; which appears in two basic forms in-game. The more commonly seen version with a 32-round Trommelmagazin is used as an alternative weapon for the German Assault Class. And in a rarity for a video game, the Artillery Luger with normal 8-round mags is used by ''actual'' artillery troops. Yes, the Artillery Crewmen classes get access to it.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|300px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare ''Trommelmagazin'' 08 snail drum magazine compatible with the Bergmann [[MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BTWLP08.jpg|thumb|none|600px|The Artillery Luger, which shares the same basic draw animation of its smaller brother.]]&lt;br /&gt;
[[File:BTWLP08Irons.jpg|thumb|none|600px|Irons, big and chunky mixing carbine with classic Luger.]]&lt;br /&gt;
[[File:BTWLP08Plink.jpg|thumb|none|600px|Which allows you to have a bit more fun than the normal Luger.]]&lt;br /&gt;
[[File:BTWLP08LockedOpen.jpg|thumb|none|600px|Too much fun.]]&lt;br /&gt;
[[File:BTWLP08Reload1.jpg|thumb|none|600px|Gotta solve that fun with a mag swap.]]&lt;br /&gt;
[[File:BTWLP08BigMag.jpg|thumb|none|600px|And here's another, entirely unrelated LP08. And how is it unrelated?]]&lt;br /&gt;
[[File:BTWLP08ReloadBigMag1.jpg|thumb|none|600px|Oh?]]&lt;br /&gt;
[[File:BTWLP08BigMagReload2.jpg|thumb|none|600px|OH!]]&lt;br /&gt;
[[File:BTWLP08BigMagReload3.jpg|thumb|none|600px|BIG!]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] with the stock is a playable sidearm for the German Empire.&lt;br /&gt;
[[File:C96STOCK.jpg|thumb|none|400px|Mauser C96 fitted with holster/stock combo - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC1.jpg|thumb|none|600px|Unswitching the safety when equipping the &amp;quot;C96 Mauser&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC2.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC4.jpg|thumb|none|600px|Seperating the 7.63x25mm Mauser rounds from the stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC5.jpg|thumb|none|600px|Removing the stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC6.jpg|thumb|none|600px|Moving the slide backwards during the mid reload.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC7.jpg|thumb|none|600px|Getting rid of the half reloaded stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] appears in-game as the main semi-automatic sidearm of the French Republic, called the &amp;quot;Ruby 1915&amp;quot; in-game. It's also used by the Harlem Hellfighters.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[File:BTWRubyDraw.jpg|thumb|none|600px|Disengaging the Ruby's frame mounted safety on the draw.]]&lt;br /&gt;
[[File:BTWRuby.jpg|thumb|none|600px|And the Ruby in its entirety. For a war with such distinct shapes, the Ruby looks downright svelte in comparison.]]&lt;br /&gt;
[[File:BTWRubyIrons.jpg|thumb|none|600px|The distinct triangle iron sights help it stand out a bit.]]&lt;br /&gt;
[[File:BTWRubyReload1.jpg|thumb|none|600px|After 9 rounds on .32 ACP, the reload starts by swapping the mag.]]&lt;br /&gt;
[[File:BTWRubyReload2.jpg|thumb|none|600px|Loading in the fresh mag, keeping in mind the Ruby's lack of a mag hold open...]]&lt;br /&gt;
[[File:BTWRubyReload3.jpg|thumb|none|600px|By racking the slide, showing the fluted barrel of the Ruby.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt M1917==&lt;br /&gt;
The American officer class and the Harlem Hellfighter's Assault Class have access to the [[M1917 Revolver]], the Canadians also have access to this revolver as the &amp;quot;Colt New Service&amp;quot; although it shares the same model and in the case of the New Service incorrect moon clips. &lt;br /&gt;
[[File:ColtModel1917ArmyEx.jpg|thumb|none|300px|Colt M1917 (Military issue with lanyard ring) - .45 ACP]]&lt;br /&gt;
[[File:BeyondTheWire-M1917Revolver.jpg|thumb|none|600px|A group of AEF troops in the intro of a trailer prepare an attack, the one in the foreground armed with...]]&lt;br /&gt;
[[File:BTWM1917Draw.jpg|thumb|none|600px|A M1917! Here the revolver's being drawn. Beyond The Wire's revolvers operate in a quasi-SA/DA manner. Upon the draw, the characters will cock the hammer.]]&lt;br /&gt;
[[File:BTWM1917.jpg|thumb|none|600px|Why? Looks cool I guess. Anyway, here's the M1917.]]&lt;br /&gt;
[[File:BTWM1917Irons.jpg|thumb|none|600px|And here's its iron sights, which is shared with most Colt revolvers for the next 50 years. That's heritage!]]&lt;br /&gt;
[[File:BTWM1917Reload1.jpg|thumb|none|600px|After the first shots, the gun will be run in DA for the remainder. Including here for the reload where the &amp;quot;empties&amp;quot; are extracted.]]&lt;br /&gt;
[[File:BTWM1917Reload2.jpg|thumb|none|600px|And fresh half-moon clips are added. Just pretend you didn't see those clips with loaded rounds, ok?]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Service==&lt;br /&gt;
The Canadians have access to the [[Colt New Service]] revolver. It is available for the Assault, Raiding, and Rifle sections.&lt;br /&gt;
[[File:ColtNewService1917.jpg|thumb|none|300px|Colt New Service Revolver - .45 ACP]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS1.jpg|thumb|none|600px|Holding a &amp;quot;Colt New Service&amp;quot; revolver.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS3.jpg|thumb|none|600px|Letting free the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS4.jpg|thumb|none|600px|Emptying ou the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS5.jpg|thumb|none|600px|Loading it with loose rounds.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS6.jpg|thumb|none|600px|About to send in the cylinder in postion.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS7.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS8.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==MAS Mle. 1892==&lt;br /&gt;
The other sidearm for the French is the [[Mle 1892 Revolver]] and is named &amp;quot;Modéle 1892 Revolver&amp;quot;, primarily issued to officers.&lt;br /&gt;
[[File:Mle 1892.jpg|thumb|none|300px|Modele d’Ordonnance Mle 1892 - 8x27mm SR]]&lt;br /&gt;
[[File:BTWMle1892.jpg|thumb|none|600px|Drawing the Mle 1892, like all of the other revolvers means cocking the hammer. For drama.]]&lt;br /&gt;
[[File:BTWMle1892Standard.jpg|thumb|none|600px|The Mle 1892, in its weirdly angled French glory.]]&lt;br /&gt;
[[File:BTWMle1892Irons.jpg|thumb|none|600px|Which extends to the sights even, including the distinctive globe front sight.]]&lt;br /&gt;
[[File:BTWMle1892BANG.jpg|thumb|none|600px|It has its uses. Note the hammer remains uncocked. Once the first shot is fired, every in-game revolver is run in DA for the remaining shots.]]&lt;br /&gt;
[[File:BTWMle1892Reload1.jpg|thumb|none|600px|After 5 more rounds of 8mm French Ordnance, the reload starts by flicking the cylinder out to the left and knocking out the empties...]]&lt;br /&gt;
[[File:BTWMle1892Reload2.jpg|thumb|none|600px|Before popping in new rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1883==&lt;br /&gt;
The [[Reichsrevolver M1883]] is the only revolver available for the German Imperial Army. The in-game Reichsrevolver is erroneously shown as double-action, possibly to bring it up to par with the other factions' revolvers.&lt;br /&gt;
[[File:1883 ReichsRevolver.jpg|thumb|none|300px|Armeerevolver Modell 1883 - 10.6x25mmR]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver1.jpg|thumb|none|600px|Drawing the Reichsrevolver, and disengaging the safety.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver2.jpg|thumb|none|600px|Holding the &amp;quot;M1883 Reichsrevolver&amp;quot;. Note the uncocked hammer.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver4.jpg|thumb|none|600px|Opening the loading gate.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver5.jpg|thumb|none|600px|Ejecting a spent casing.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver6.jpg|thumb|none|600px|Thumbing in a new 10.6x25mmR round.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver7.jpg|thumb|none|600px|Closing the gate...]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver8.jpg|thumb|none|600px|...and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Mk. II==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Mk II Hand Ejector]] appears as a sidearm for the Canadian Expeditionary Forces (CEF) as one of their sidearm choices, primarily issued to classes like the Medic.&lt;br /&gt;
[[File:S&amp;amp;W.455Eley.jpg|thumb|none|300px|Smith &amp;amp; Wesson Mark II Hand Ejector - .455 Webley]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver1.jpg|thumb|none|600px|Cocking the hammer while drawing the revolver.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver2.jpg|thumb|none|600px|Holding the prepared &amp;quot;Smith &amp;amp; Wesson 2nd Model&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver4.jpg|thumb|none|600px|Moving out the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver5.jpg|thumb|none|600px|Getting rid of the spent cartridges.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver7.jpg|thumb|none|600px|Filling the cylinder round by round.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver8.jpg|thumb|none|600px|Bringing back the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver9.jpg|thumb|none|600px|Finally cocking the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley Mk VI]] is the duty sidearm for the British faction, used by the Officer and Assault classes.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mark VI - .455 Webley]]&lt;br /&gt;
[[File:BTWWebleyDraw.jpg|thumb|none|600px|Off to mighty Flanders, came an English revolver one day...]]&lt;br /&gt;
[[File:BTWWebley.jpg|thumb|none|600px|Singing songs of Piccadi-. Alright I'll stop.]]&lt;br /&gt;
[[File:BTWWebleyIrons.jpg|thumb|none|600px|The iron sights of the Webley Mk. VI, large, chunky, and prominent.]]&lt;br /&gt;
[[File:BTWWebleyReload1.jpg|thumb|none|600px|Plus a reload. Open the gun up and let the empties go flying out...]]&lt;br /&gt;
[[File:BTWWebleyReload2.jpg|thumb|none|600px|Stuff a Pritchard speed loader into its gaping maw.]]&lt;br /&gt;
[[File:BTWWebleyReload3.jpg|thumb|none|600px|And closing the entire thing shut with a quick snap.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] has been added to the game as a weapon for the late-war German faction's Veteran class. The player grasps the MP18 by its magazine with an underhand grip; this was taught as official doctrine during World War II to offset the poor balance of the weapon, but there is no evidence that it was practiced in World War I.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|400px|Bergmann MP18 with 32-round ''trommelmagazin'' drum - 9x19mm]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-1.jpg|thumb|none|600px|Drawing the MP18.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-2.jpg|thumb|none|600px|Holding the MP18.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-4.jpg|thumb|none|600px|Firing the MP18.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-5.jpg|thumb|none|600px|Moving the charging handle back.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-6.jpg|thumb|none|600px|Removing the empty snail drum.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-7.jpg|thumb|none|600px|Getting a new one in place.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-8.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-9.jpg|thumb|none|600px|When putting it away the player character moves the handle into safe position.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle. 1907/15==&lt;br /&gt;
The [[Berthier Mle 1907-15]] was added to the game as an alternative rifle for the French Empire and the Harlem Hellfighters.&lt;br /&gt;
[[File:Fusil Mle 1907-15.jpg|thumb|none|450px|Fusil Berthier Modèle 1907/15 - 8x50mm R]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier1.jpg|thumb|none|600px|Holding a &amp;quot;Berthier Fusil Mle 1907/15&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier3.jpg|thumb|none|600px|Cycling the bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier4.jpg|thumb|none|600px|Inserting a new three round clip.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier5.jpg|thumb|none|600px|Affixing of the ''Rosalie'' spike bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield M1917==&lt;br /&gt;
The [[M1917 Enfield]] appears as the standard-issue rifle to the American Expeditionary Forces.&lt;br /&gt;
[[File:M1917enfield.jpg|thumb|none|450px|Enfield M1917 - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Enfield1.jpg|thumb|none|600px|A Steam Store screenshot of a US Doughboy advancing on a night map, his M1917 illuminated by a red flare.]]&lt;br /&gt;
[[File:BTWM1917RifleDraw.jpg|thumb|none|600px|At the range, we have a normal non-red M1917.]]&lt;br /&gt;
[[File:BTWM1917RifleIrons.jpg|thumb|none|600px|With its distinctive large sights, sighting up targets is a breeze.]]&lt;br /&gt;
[[File:BTWM1917RifleReload1.jpg|thumb|none|600px|And its got an atypical reload; when empty, the Doughboy will strip five rounds in and add a sixth loose round, just like ''Battlefield 1''.]]&lt;br /&gt;
[[File:BTWM1917RifleReload2.jpg|thumb|none|600px|Shoving the bolt home. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield P14==&lt;br /&gt;
The [[Pattern 1914 Enfield]] is the scoped rifle for the British sniper class.&lt;br /&gt;
[[File:Pattern1914scoped.jpg|thumb|none|450px|Pattern M1914 (P 14) Enfield with BSA M1918 telescopic scope - .303 UK]]&lt;br /&gt;
[[File:BTWPattern14.jpg|thumb|none|600px|And now we get its bespoke British cousin, the Pattern 1914.]]&lt;br /&gt;
[[File:BTWPattern14Idle.jpg|thumb|none|600px|More specifically, the Pattern 1914 Mk I W (T) sniper variant. Fancy innit?]]&lt;br /&gt;
[[File:BTWPattern14Scope.jpg|thumb|none|600px|Looking down the scope view, we get a thin wire crosshair. Beyond The Wire gives all of its scoped rifles the same reticle, assuming to balance them out and this is one of those. The original Aldis scope for the (T) Pattern 14's was a heavy verticle post with a thin horizontal post that would become a trademark of British military sniper rifles for decades to come.]]&lt;br /&gt;
[[File:BTWPattern14Reload1.jpg|thumb|none|600px|Not letting incorrect sighting systems stop him, we whip the bolt of this rifle open...]]&lt;br /&gt;
[[File:BTWPattern14Reload2.jpg|thumb|none|600px|And stuff it full of .303 British ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 1888/05==&lt;br /&gt;
The [[Gewehr 1888/05]] was added to the game with its full release as the third choosable rifle for some German classes.&lt;br /&gt;
[[File:G88_05.jpg|thumb|none|450px|Gewehr 1888/05 - 7.92x57mm (8×57 IS)]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-1.jpg|thumb|none|600px|Readying a &amp;quot;Gewehr 88/05&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-2.jpg|thumb|none|600px|Holding the Gewehr.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-4.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-5.jpg|thumb|none|600px|Sinking in the new 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield Mk. I* CLLE==&lt;br /&gt;
The [[Lee-Enfield Mk. I|Lee-Enfield Mk. I* CLLE]] is available for ANZAC soldiers, making it the standard infantry rifle for them. However, some British and Canadian units have also access to this Lee-Enfield rifle as an alternative rifle for the following No. 1 Mk. III.&lt;br /&gt;
[[File:Lee Enfield CMLE.jpg|thumb|none|450px|Lee-Enfield Mark I* CLLE (Charger Loading Lee Enfield) - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE1.jpg|thumb|none|600px|Holding an &amp;quot;CCLE Mk I&amp;quot; rifle.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE3.jpg|thumb|none|600px|The magazine cut-off is seen.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE4.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE5.jpg|thumb|none|600px|Thumbing in one of the two 5-round stripper clips.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 1 Mk. III==&lt;br /&gt;
The standard infantry rifle for the BEF is the [[Lee-Enfield No.1 Mk.III]]. The in-game name incorrectly refers to it as a &amp;quot;*&amp;quot; model, despite the model portraying the earlier pattern. An SMLE with an Aldis M1916 scope is available for the British and Canadian Veteran Sniper classes.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|450px|Lee-Enfield No. 1 Mark III - .303 British]]&lt;br /&gt;
[[File:BTWSMLEDraw.jpg|thumb|none|600px|Overlooking a bluff is the classic rifle of the British in WWI, the SMLE - note the cocking piece of the earlier model.]]&lt;br /&gt;
[[File:BTWSMLEIrons.jpg|thumb|none|600px|And its quintessential low, squat and functional iron sights.]]&lt;br /&gt;
[[File:BTWSMLEBolting.jpg|thumb|none|600px|In comparison to other games which like to pair Lee-Enfields with the famous &amp;quot;Mad Minute&amp;quot; bolt technique, Beyond The Wire doesn't. This is somewhat accurate to the war, as the elaborate musket training of the initial BEF was dropped from circulation as the war went on. It wouldn't be until after WWI that the concept of Mad Minute would come back into British cirriculum for training.]]&lt;br /&gt;
[[File:BTWSMLEReload1.jpg|thumb|none|600px|Still, doesn't stop the rifle from being functional. And now to reload it by cracking it open...]]&lt;br /&gt;
[[File:BTWSMLEReload2.jpg|thumb|none|600px|Stuffing in 2 5-round stripper clips...]]&lt;br /&gt;
[[File:BTWSMLEReload3.jpg|thumb|none|600px|And shutting the bolt with a nice chunky thunk.]]&lt;br /&gt;
[[File:SMLE with bayonet.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk. III* with Pattern 1907 Bayonet - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBayonet1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SMLEmk3Scoped.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk. III with Aldis M1916 scope - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis1.jpg|thumb|none|600px|Equipping the scoped Lee-Enfield.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis2.jpg|thumb|none|600px|Holding the sniper variant.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis3.jpg|thumb|none|600px|Using the Aldis scope.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis4.jpg|thumb|none|600px|About to place a 5-round stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis5.jpg|thumb|none|600px|Loading in a loose round.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
The [[Lebel 1886]], in-game name &amp;quot;Fusil Mle 1886/M93 ''Lebel''&amp;quot;, is the main rifle of the French Republic and was a placeholder for the Harlem Hellfighters until the Berthier Model 1907-15 was added. A scoped model fitting the APX Mle 1917 scope is also available to the French Empire's marksman class.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Fusil Modèle 1886 - 8x50Rmm]]&lt;br /&gt;
[[File:BeyondTheWire-Lebel1.jpg|thumb|none|600px|An Alpha screenshot of a cramped trench filled with French soldiers, featuring...]]&lt;br /&gt;
[[File:BTWLebel.jpg|thumb|none|600px|A Lebel! Lebel Modele 1886/M93 if you want to be correct. But a Lebel nonetheless.]]&lt;br /&gt;
[[File:BTWLebelIrons.jpg|thumb|none|600px|Featuring fun inclusions like relatively squared off iron sights! For a gun predating sliced bread, that's very nice.]]&lt;br /&gt;
[[File:BTWLebelReload.jpg|thumb|none|600px|And what is a video game Lebel without an elaborate reload animation?]]&lt;br /&gt;
[[File:BTWLebelReload2.jpg|thumb|none|600px|Open breech, stuff tube with 8 rounds of 8x50 Lebel ammo...]]&lt;br /&gt;
[[File:BTWLebelReload3.jpg|thumb|none|600px|And close it shut!]]&lt;br /&gt;
[[File:Apx1917 1.jpg|thumb|none|400px|Scoped Lebel M1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWLebelAPX.jpg|thumb|none|600px|And if that wasn't enough, there's the fun scoped version!]]&lt;br /&gt;
[[File:BTWLebelAPXIrons.jpg|thumb|none|600px|Which ditches the classic chevron reticle of the legitimate APX scopes for the standard wire crosshair. Sad!]]&lt;br /&gt;
[[File:BTWLebelAPXReload.jpg|thumb|none|600px|And you know what happens from here.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] will be the standard rifle for the German faction and it is seen named &amp;quot;Gewehr 1898&amp;quot; in the Alpha. A scoped version will be also available with the ''Glasvisier'' 16, like in ''[[Screaming Steel: 1914-1918]]''. The Seitengewehr 98/05 bayonet appears both as an option mounted to the rifle, and as the &amp;quot;Bayonet&amp;quot; melee weapon given out to a variety of classes.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98-1.jpg|thumb|none|600px|A line of German soldiers with their issued G1898 rifles.]]&lt;br /&gt;
[[File:BTWG1898.jpg|thumb|none|600px|Speaking of which. Note the bright metal receiver and bolt assembly, accurate for WWI-era Gewehr 1898's.]]&lt;br /&gt;
[[File:BTWG1898Irons.jpg|thumb|none|600px|The iconic, cramped sights of the original Gewehr 1898.]]&lt;br /&gt;
[[File:BTWG1898IronsCycling.jpg|thumb|none|600px|Doesn't stop you from shooting stuff, though.]]&lt;br /&gt;
[[File:BTWG1898Decocked.jpg|thumb|none|600px|After 5 rounds of 8mm Mauser, you're greeted by this image of a decocked Gewehr 1898. Nice touch.]]&lt;br /&gt;
[[File:BTWG1898Reload1.jpg|thumb|none|600px|And before long, opening up the action for...]]&lt;br /&gt;
[[File:BTWG1898Reload2.jpg|thumb|none|600px|5 rounds of 8mm Mauser are stuffed into the action.]]&lt;br /&gt;
[[File:Gewehr1898Glasvisier16.jpg|thumb|none|450px|Gewehr 1898 fitted with a Zeiss Glasvisier 16 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98Scoped1.jpg|thumb|none|600px|A German sniper armed with his 1898 fitted with the Glasvisier scope in an Alpha trailer.]]&lt;br /&gt;
[[File:BTWG1898Glasvisier.jpg|thumb|none|600px|And here's the money shot. The rarely seen Glasvisier 16 scope.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierScope.jpg|thumb|none|600px|And a look down the scope view. This view with a thin wirey crosshair is incorrect to the Glasvisier. The scope in real life is a 2.5x bifocal lens that would focus on the small triangle cover placed on the iron sight, which is rendered on the in-game model as you can see. That would be the point of aim for soldiers to use in the field. Naturally, the system was found to be quite clunky and dropped in favor of far more normal 4x and 6x traditional scopes. In-game, this system is ditched for a simple, albeit inaccurate crosshair.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload1.jpg|thumb|none|600px|Disappointment immeasurable, day ruined, the reload continues as it did normally. Insert clip.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload2.jpg|thumb|none|600px|Go knuckle deep to insert all of the rounds, don't laugh.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload3.jpg|thumb|none|600px|Before very DRAMATICALLY throwing the bolt closed.]]&lt;br /&gt;
[[File:SG98-05bayonet.jpg|thumb|none|400px|Seitengewehr 98/05 bayonet]]&lt;br /&gt;
[[File:BTWG1898Bayonet.jpg|thumb|none|600px|Mounting the bayonet reveals that while it is a 98/05, it's a &amp;quot;ground&amp;quot; model. Following rumors of Allied soldiers executing Germans caught with &amp;quot;Butcher blades&amp;quot;, thousands of German soldiers began to grind off the saw back parts of their bayonets to prevent their execution if they were captured. No reports have ever been substantiated in this happening, but it's a neat touch to see rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Karabiner 98AZ==  &lt;br /&gt;
The [[Mauser 98AZ Artillery Carbine]] has been added as an alternative main arm for the German faction, alongside the designated arm for the fittingly Artillery troops.&lt;br /&gt;
[[File:Mauser_98AZ_Artillery_Carbine.jpg|thumb|none|450px|Mauser Karabiner 98AZ - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ1.jpg|thumb|none|600px|Drawing a &amp;quot;Karabiner 98AZ&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ2.jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ4.jpg|thumb|none|600px|The empty Kar98AZ; note the position of the striker.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ5.jpg|thumb|none|600px|About to open the chamber.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ6.jpg|thumb|none|600px|Placing a 7.92x57mm Mauser stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ7.jpg|thumb|none|600px|Affixing an M1884/98 II knife bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Tankgewehr M1918==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] can be selected with the German Veteran Anti-Tank Rifleman class.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|450px|Mauser Tankgewehr Modell 1918 - 13.2x92mmSR TuF]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr1.jpg|thumb|none|600px|Like the smaller mauser brother, the player character unflips the safety.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr2.jpg|thumb|none|600px|Holding the &amp;quot;Tankgewehr M1918&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr3.jpg|thumb|none|600px|Targeting a disabled Mk. IV tank while prone.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr4.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr5.jpg|thumb|none|600px|Cycling the bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr6.jpg|thumb|none|600px|Inserting a 13.2x92mmSR TuF round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle. 1917==&lt;br /&gt;
A [[R.S.C. Mle 1917]] was added in the 0.9 Update as the alternative weapon for the French Empire's Assault Class.&lt;br /&gt;
[[File:R.S.C._Model_1917.jpg‎|thumb|none|450px|Fusil automatique Modèle 1917 - 8×50mmR Lebel]]&lt;br /&gt;
[[File:BTWMle1917draw.jpg|thumb|none|600px|Equipping the R.S.C by flicking off the safety.]]&lt;br /&gt;
[[File:BTWMlt1917.jpg|thumb|none|600px|The R.S.C in all its chunky glory.]]&lt;br /&gt;
[[File:BTWMle1917Irons.jpg|thumb|none|600px|And its chunky and tiny sights.]]&lt;br /&gt;
[[File:BTWMle1917Reload1.jpg|thumb|none|600px|Reloading the R.S.C first by opening up the magazine and removing the empty clip.]]&lt;br /&gt;
[[File:BTWMle1917Reload2.jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BTWMle1917Reload3.jpg|thumb|none|600px|And racking the charging handle with a good ol' tug.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk. III==&lt;br /&gt;
The [[Ross_M1910#Ross_Mk_III|Ross Mk. III]] has been added as the mainline rifle of the Canadian faction. Fittingly, it is also the sniper rifle of choice for the Canadians, equipped with an American Warner &amp;amp; Swasey scope. &lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|450px|Ross Mark III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Ross1.jpg|thumb|none|600px|A Canadian soldier holds his &amp;quot;Ross Rifle Mk.III&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross2.jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross3.jpg|thumb|none|600px|Working the straight bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross4.jpg|thumb|none|600px|Filling the chamber with loose rounds.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross5.jpg|thumb|none|600px|Racking back the bolt.]]&lt;br /&gt;
[[File:Ross mk-iii sniper.jpg|thumb|none|450px|Ross Mk. III Model 1910 sniper rifle with Warner &amp;amp; Swasey M1913 Prismatic Musket Sight - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped1.jpg|thumb|none|600px|A sniper draws his &amp;quot;Ross Rifle Mk.III + W&amp;amp;S Scope&amp;quot; rifle.]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped2.jpg|thumb|none|600px|Holding the scoped Ross Rifle.]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped3.jpg|thumb|none|600px|A view through the Warner &amp;amp; Swasey scope.]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped4.jpg|thumb|none|600px|Bringing up a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield 1903==&lt;br /&gt;
While the [[M1917 Enfield]] is accurately portrayed as the main armament of the AEF, the [[Springfield M1903]] still makes an appearance in-game as the rifle of choice for the AEF's marksman with a Warner and Swasey M1913 musket sight. Some classes can also use the infantry variant.&lt;br /&gt;
[[File:Springfield1903ScopedWarnerAndSwasey.jpg|thumb|none|450px|Springfield M1903 fitted with a WWI vintage Warner and Swasey M1913 musket sight - .30-06 Springfield]]&lt;br /&gt;
[[File:BTWM1903Draw.jpg|thumb|none|600px|Outproduced by the M1917 but not out entirely, a Doughboy flicks the safety off of his M1903 Springfield rifle.]]&lt;br /&gt;
[[File:BTWM1903.jpg|thumb|none|600px|And there it is, the M1903 with the full Warner and Swasey scope in all of its chunky glory. Looks like a Brownie camera got screwed onto the side of it.]]&lt;br /&gt;
[[File:BTWM1903Irons.jpg|thumb|none|600px|And the scope view. Like the other scoped rifles, it uses a default wire crosshair. In this case, this is the most accurate of the 4 scoped rifles in-game. The Warner and Swasey scope was just a simple wire crosshair. The only thing missing is a few range finder marks on the bottom left view of the scope.]]&lt;br /&gt;
[[File:BTWM1903Irons2.jpg|thumb|none|600px|Plus given this scope misses the W&amp;amp;S's eye cup (commonly lost in the field), you can watch the scope view bob around as you cycle the rifle.]]&lt;br /&gt;
[[File:BTWM1903Reload1.jpg|thumb|none|600px|You should know the drill from here. Clip in gun.]]&lt;br /&gt;
[[File:BTWM1903Reload2.jpg|thumb|none|600px|Bolt forward, ejecting the empty clip.]]&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield1.jpg|thumb|none|600px|Holding the &amp;quot;Springfield M1903&amp;quot; without the scope.]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield2.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield3.jpg|thumb|none|600px|Placing in a 5-round stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield4.jpg|thumb|none|600px|Loading in loose rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears in-game under its own name, as the specialty alternative weapon for the AEF Assault class.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:BeyondTheWire-TrenchGun1.jpg|thumb|none|600px|A Steam Store screecap of an Assault class soldier making his way through a dark trench with nothing but a shotgun as protection.]]&lt;br /&gt;
[[File:BTWM1897.jpg|thumb|none|600px|Speaking of which, the Trench Gun! Start posting your Trench Gun memes now!]]&lt;br /&gt;
[[File:BTWM1897Irons.jpg|thumb|none|600px|The simple irons of the Trench Gun, useful for close to mid-ish ranges. I wouldn't push it past 50 yards but you'd be surprised with how far 00 buckshot can hit.]]&lt;br /&gt;
[[File:BTWM1897Reload1.jpg|thumb|none|600px|After showing these dastardly sandbags what for, the reload starts by popping a shell into the open breech, closing it and..]]&lt;br /&gt;
[[File:BTWM1897Reload2.jpg|thumb|none|600px|Stuffing an extra 5 into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==BAR M1918==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR M1918]] appears as the new LMG of choice for the American faction, used by the LMG team for the AEF as well as the Assault class of the Harlem Hellfighters.&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|none|400px|M1918 Browning Automatic Rifle- .30-06]]&lt;br /&gt;
[[File:BeyondTheWire-BAR1.jpg|thumb|none|600px|Unlocking the safety when drawing.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR2.jpg|thumb|none|600px|Holding the readied &amp;quot;BAR M1918&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR4.jpg|thumb|none|600px|Unusually, the BAR in this game reloads with the right hand - though this makes sense, given the BAR is a heavy weapon.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR5.jpg|thumb|none|600px|Checking the new magazine before loading it in...]]&lt;br /&gt;
[[File:BeyondTheWire-BAR6.jpg|thumb|none|600px|...and giving it a tap in place]]&lt;br /&gt;
[[File:BeyondTheWire-BAR7.jpg|thumb|none|600px|The Doughboy then turns the Browning over the other way and works its charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The &amp;quot;Fusil Mitrailleur Mle 1915 CSRG ''[[Chauchat]]''&amp;quot; is used by the French Republic's light machinegun team.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|none|400px|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWChauchat.jpg|thumb|none|600px|High on a bluff, a proud machinegunner stands with his boutique tube.]]&lt;br /&gt;
[[File:BTWChauchatSwing.jpg|thumb|none|600px|And the tube's forever swinging bipod. Accurate to the real-world weapon, and mildly hilarious to watch.]]&lt;br /&gt;
[[File:BTWChauchatIrons.jpg|thumb|none|600px|The irons of the Chauchat, a deep V notch offset to the left of the gun.]]&lt;br /&gt;
[[File:BTWChauchatReload1.jpg|thumb|none|600px|And the reload, which while interesting can be seen better in...]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat M1918==&lt;br /&gt;
The American [[Chauchat|.30-06 American Conversion]] variant of the Chauchat was initially added for the AEF, now replaced by the BAR. It's currently the LMG of choice for the Harlem Hellfighters.&lt;br /&gt;
[[File:Chauchatm1918.jpg|thumb|none|400px|Chauchat M1918 - .30-06]]&lt;br /&gt;
[[File:BTWM1918.jpg|thumb|none|600px|Its weird American sequel! You don't get a BAR, but you get this.]]&lt;br /&gt;
[[File:BTWM1918Irons.jpg|thumb|none|600px|The sights are similar, albeit the modified sights of the American versions of the Chauchat with a deeper cut notch due to accuracy issues with the initial models.]]&lt;br /&gt;
[[File:BTWM1918Reload1.jpg|thumb|none|600px|Here you can see the full reload of the Chauchat. First, the bolt is racked back.]]&lt;br /&gt;
[[File:BTWM1918Reload2.jpg|thumb|none|600px|The empty mag is removed...]]&lt;br /&gt;
[[file:BTWM1918Reload3.jpg|thumb|none|600px|And the new mag inserted. The only difference between the Mle. 1915 and the M1918 is the American mag swap is done exclusively with the right hand, and before inserting the fresh mag he taps it on the receiver. For good measure.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1895==&lt;br /&gt;
The [[Colt 1895 Automatic Machine Gun]] appears in-game as the HMG of choice for the Canadian military, accurately for the early CEF who used M1895/14 Colts until 1915 when they were replaced by Vickers Guns.&lt;br /&gt;
[[File:Colt3.jpg|thumb|none|400px|Colt Model 1895 - .30-40 Krag]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG1.jpg|thumb|none|600px|An &amp;quot;M1895 'Potato Dagger'&amp;quot; in-game.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG2.jpg|thumb|none|600px|Operating the machine gun.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG4.jpg|thumb|none|600px|Taking the empty ammo box.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG5.jpg|thumb|none|600px|Getting the new belt into place.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG6.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle. 1909==&lt;br /&gt;
The [[Hotchkiss M1909]] light machine gun &lt;br /&gt;
[[File:Hotchkiss1909.jpg|thumb|none|400px|Hotchkiss M1909 Benét–Mercié - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle. 1914==&lt;br /&gt;
The [[Hotchkiss M1914]] appears as the French Empire and Harlem Hellfighter's HMG of choice.&lt;br /&gt;
[[File:M1914Hotchkiss.jpg|thumb|none|400px|Hotchkiss Modèle 1914 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG1.jpg|thumb|none|600px|A &amp;quot;Hotchkiss M1914&amp;quot; in-game.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG2.jpg|thumb|none|600px|Manning the Hotchkiss machine gun.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG5.jpg|thumb|none|600px|Inserting a new stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG6.jpg|thumb|none|600px|Charging the Hotchkiss.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the standard-issue LMG of the BEF, and also appears in the various destroyed Mark IV tanks that decorate certain maps. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BTWLewisDraw.jpg|thumb|none|600px|Starting off with a flick of the safety...]]&lt;br /&gt;
[[File:BTWLewis.jpg|thumb|none|600px|We get ourselves a Lewis Gun, after a long wait.]]&lt;br /&gt;
[[File:BTWLewisIrons.jpg|thumb|none|600px|Looking through the slightly cluttered but very adjustable flip up sight of the Lewis.]]&lt;br /&gt;
[[File:BTWLewisReload1.jpg|thumb|none|600px|After expending the 47 round pan mag, we need to reload. First removing the old drum...]]&lt;br /&gt;
[[File:BTWLewisReload2.jpg|thumb|none|600px|Exposing the open receiver, and the details like the cooling fins inside the barrel jacket...]]&lt;br /&gt;
[[File:BTWLewisReload3.jpg|thumb|none|600px|Before slapping down a new pan magazine, running the bolt and going back to work.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
Fokker Dr. I triplanes appear in-game as map decorations, fitted with a pair of [[MG08/15|LMG 08/15]] machine guns.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1907==&lt;br /&gt;
The light machine gun for the Germans is the [[Madsen machine gun|Madsen M1907]], incorrectly labeled as the &amp;quot;M1902&amp;quot; in-game. This variant was not the model used by the Germans during World War I, but is similar.&lt;br /&gt;
[[File:Madsen Model 1907.jpg|thumb|none|400px|Madsen Model 1907 - 7x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-Madsen1.jpg|thumb|none|600px|A Madsen lighting up a nighttime map from a screenshot shared on the game's Steam Store page.]]&lt;br /&gt;
[[File:BTWMadsenDraw.jpg|thumb|none|600px|Drawing the Madsen gun.]]&lt;br /&gt;
[[File:BTWMadsen.jpg|thumb|none|600px|Holding the Madsen gun from the hip.]]&lt;br /&gt;
[[File:BTWMadsenIrons.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BTWMadsenReload1.jpg|thumb|none|600px|Swapping out the magazine.]]&lt;br /&gt;
[[File:BTWMadsenReload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08==&lt;br /&gt;
The [[Maxim MG08]] fitted with the ''Patronenkasten'' 16 belt drum and ''Panzermantel'' (armored jacket) with a barrel shield is the stationary HMG for the German Empire.&lt;br /&gt;
[[File:MaximMG08.jpg|thumb|none|400px|Maxim MG 08 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-MaximMG1.jpg|thumb|none|600px|A Steam Page screenshot showing an MG08 firing from a trench position.]]&lt;br /&gt;
[[File:BTWMG08Start.jpg|thumb|none|600px|And all it takes to get that kind of chaos is a tug on the charging handle.]]&lt;br /&gt;
[[File:BTWMG08.jpg|thumb|none|600px|Behold the beast of No Man's Land. Clad in rarely seen &amp;quot;Panzermantel&amp;quot; armor. Here for one thing.]]&lt;br /&gt;
[[File:BTWMG08Irons.jpg|thumb|none|600px|Killing enemies. A view down the sights, normally open if it wasn't for the small slot in the Panzermantel limiting your field of view.]]&lt;br /&gt;
[[File:BTWMG08Reload1.jpg|thumb|none|600px|Doesn't stop it from doing its job though, reloading starts with swapping the drums...]]&lt;br /&gt;
[[File:BTWMG08Reload2.jpg|thumb|none|600px|Before feeding in the belt and giving the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
The [[Maxim MG08/15]] was brought into the game for the Germans as their second choosable portable machine gun.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|400px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
The [[Vickers]] Mk. I appears in-game as the dedicated HMG for both the British and AEF, the latter representing the rarely-seen Colt-Vickers M1915 machine gun.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Vickers1.jpg|thumb|none|600px|A Doughboy in a trailer fires a Vickers gun.]]&lt;br /&gt;
[[File:BTWVickersStart.jpg|thumb|none|600px|Getting the beast going with a charge of the charging handle. Charging it properly. Have I said charge enough yet?]]&lt;br /&gt;
[[File:BTWVickers.jpg|thumb|none|600px|Yeah I think I have.]]&lt;br /&gt;
[[File:BTWVickersIrons.jpg|thumb|none|600px|In comparison to the simpler sights of the WWII era Vickers, the game gives you the incredibly elaborate WWI era flip up sight. Sadly you can't flick through all of the aperture settings. Yet.]]&lt;br /&gt;
[[File:BTWVickersFiring.jpg|thumb|none|600px|Don't let that stop you from using the Vickers for what it was for! Suppressing fire!]]&lt;br /&gt;
[[File:BTWVickersReload1.jpg|thumb|none|600px|After firing many suppressions, the reload starts in Squad like fashion with a dramatic change of ammo cans.]]&lt;br /&gt;
[[File:BTWVickersReload2.jpg|thumb|none|600px|Feeding the beast with more .303...]]&lt;br /&gt;
[[File:BTWVickersReload3.jpg|thumb|none|600px|Before charging it and getting it ready to roll again.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Lance-flammes type P3==&lt;br /&gt;
The French Veteran Flamethrower class can use the ''Lance-flammes type P3'', the P3 portable flamethrower which incorrectly has the same name as its German counterpart.&lt;br /&gt;
[[File:BeyondTheWire-P3Flamethrower1.jpg|thumb|none|600px|A French soldier holds the ''Lance-flammes''.]]&lt;br /&gt;
[[File:BeyondTheWire-P3Flamethrower2.jpg|thumb|none|600px|Firing the flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
Following the game's full release, the German Veteran ''Flammenwerfer'' class gives access to the [[Wechselapparat M1917]] flamethrower.&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat (''Wex'') Modell 1917]]&lt;br /&gt;
[[File:BeyondTheWire-Wechselapparat1.jpg|thumb|none|600px|A ''Sturmpionier'' wields the &amp;quot;Wechselapparat&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Wechselapparat2.jpg|thumb|none|600px|Werfing some flammen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Schießbecher 17==&lt;br /&gt;
The ''Karabingranate'' 1917 rifle grenades are fired from the Mauser ''Schießbecher für Gewehrgranate 17'', the German counterpart of the 1916 French Vivien-Bessière Tromblon (see below).&lt;br /&gt;
[[File:BeyondTheWire-Schießbecher1.jpg|thumb|none|600px|In another screenshot from the Steam Store, a German grenadier mounts his Karabingranate to his rifle...]]&lt;br /&gt;
[[File:BTWM1917Grenade.jpg|thumb|none|600px|As we do so now.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIdle.jpg|thumb|none|600px|The continuity wasn't intentional, but here we are. Cup on a stick.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIrons.jpg|thumb|none|600px|The &amp;quot;irons&amp;quot; of the Karabingranate. IE, your thumb.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload1.jpg|thumb|none|600px|And the reload, stuff a new grenade into the cup.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload2.jpg|thumb|none|600px|Before running the bolt. Note the LIVE bullet going into the chamber. While Post Scriptum and other games tend to show the loading of blanks into rifles running grenade launchers, Beyond The Wire doesn't. Suffice to say, don't do what you're seeing in front of you kids.]]&lt;br /&gt;
&lt;br /&gt;
==Vivien-Bessière Tromblon==&lt;br /&gt;
The Lebel rifles and the M1917s can be fitted with [[Viven-Bessières Rifle Grenade Launcher]]'s for their factions' respective Grenadier class.&lt;br /&gt;
[[File:Lebel VB Memorial de Verdun.jpg|thumb|none|400px|[[Lebel Mle 1886]] rifle with Tromblon VB.]]&lt;br /&gt;
[[File:BTWVB.jpg|thumb|none|600px|First we affix the cup to the fancy stick.]]&lt;br /&gt;
[[File:BTWVBIrons.jpg|thumb|none|600px|Then we look out at what we want to blow up. The difference between &amp;quot;not aiming&amp;quot; and &amp;quot;aiming&amp;quot; boils down to not glaring at your soldier's thumb intensely.]]&lt;br /&gt;
[[file:BTWVBReload.jpg|thumb|none|600px|Before deleting something from existence and stuffing another grenade into the pipe.]]&lt;br /&gt;
[[File:BTWVBM1917.jpg|thumb|none|600px|And before you thought we were done, oh no we got another rifle to make into an explosive stick.]]&lt;br /&gt;
[[File:BTWVBM1917Idle.jpg|thumb|none|600px|The M1917 Enfield.]]&lt;br /&gt;
[[File:BTWVBM1917Irons.jpg|thumb|none|600px|Most of it functions the same as the French counterpart. Using the thumb to aim...]]&lt;br /&gt;
[[File:BTWVBM1917Reload1.jpg|thumb|none|600px|Stuffing a new grenade into the cup...]]&lt;br /&gt;
[[File:BTWVBM1917Reload2.jpg|thumb|none|600px|...and loading a live round in behind it. While this may seem like a terrible mistake, the VB launcher actually works this way - the grenade has a hole through the middle, and the rifle's muzzle blast is trapped behind the grenade (launching it) as the bullet passes through.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F1 Mle. 1916==&lt;br /&gt;
The [[F1 hand grenade]] appears in-game as the French Empire's grenade of choice.&lt;br /&gt;
[[File:French F1 Mle 1916 Billant.JPG|thumb|none|185px|F1 with Mle. 1916 Billant fuse]]&lt;br /&gt;
[[File:BTwF1.jpg|thumb|none|600px|A Frenchman stares over No Man's Land with his spicy F1 lemon.]]&lt;br /&gt;
[[File:BTWF1Throw.jpg|thumb|none|600px|Lining up his arc for throwing...]]&lt;br /&gt;
[[File:BTWF1Yeet.jpg|thumb|none|600px|Watching him go...]]&lt;br /&gt;
[[File:BTWF1Kaboom.jpg|thumb|none|600px|And watching it go boom boom.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The classic [[Mills Bomb]] appears as the British Empire's grenade of choice.&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|185px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
[[File:BeyondTheWire-MillsBomb1.jpg|thumb|none|600px|Holding an &amp;quot;No.5 Mills Bomb&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-MillsBomb2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 1 hand grenade==&lt;br /&gt;
The [[Mk 1 hand grenade]] is available for the AEF and Harlem Hellfighters as their grenade of choice.&lt;br /&gt;
[[File:MkI-Frag.jpg|thumb|none|185px|Mk 1 hand grenade]]&lt;br /&gt;
[[File:BTWMk1.jpg|thumb|none|600px|The rarely seen father to the classic Mk. 2 Pineapple grenade, the Mk. 1 in its chunky glory.]]&lt;br /&gt;
[[File:BTWMk1Throw.jpg|thumb|none|600px|Works about the same too, even if the soldier here is ignoring which side the pin is on. This is a running theme with a few of the other grenades in the game.]]&lt;br /&gt;
[[File:BTWMk1Yeet.jpg|thumb|none|600px|Still does the same job though.]]&lt;br /&gt;
&lt;br /&gt;
==Model 14 Karabingranate==&lt;br /&gt;
The Karabiner 98AZ of the ''Grenadier'' can fire Model 14 Karabingranates.&lt;br /&gt;
[[File:Karabingranate M 1914.jpg|thumb|none|400px|Karabingranate Modell 1914]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate5.jpg|thumb|none|600px|Placing a blank into the chamber.]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 1915 Bertrand Tear Gas Grenade==&lt;br /&gt;
[[File:BeyondTheWire-Bertrand1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Bertrand2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The [[Model 16 Stielhandgranate]], which appears as the &amp;quot;M1916 Stielhandgranate&amp;quot;, comes with an early warhead from a [[Model 15 Stielhandgranate|Model 15]] which was not uncommon during WWI. A ''Geballte Ladung'' will be also available.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|350px|Model 16 Stielhandgranate]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Preparing to raid an enemy trench requires unscrewing the bottom cap on the Model 16 here.]]&lt;br /&gt;
[[File:BTWModel16-2.jpg|thumb|none|600px|Little time consuming but a nice touch. Plus now, primed potato masher!]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Just gotta pull this cord here and...]]&lt;br /&gt;
[[File:BTWModel16YEET.jpg|thumb|none|600px|Throwing it! Note the magical grenade spoon that spawns that the Model 16 doesn't have. Don't question it. Imperial German magic.]]&lt;br /&gt;
&lt;br /&gt;
==Handnebelbombe==&lt;br /&gt;
The Handnebelbombe smoke grenade appears in-game under its own name, used by the German Empire.&lt;br /&gt;
[[File:Handnebelbombe.jpg|thumb|none|185px|Handnebelbombe]]&lt;br /&gt;
[[File:BTWNebelsbombe.jpg|thumb|none|600px|And here it is. The Nebelsbombe. A tiny little ball with a wire sticking out of it.]]&lt;br /&gt;
[[File:BTWNebelsbombeThrow.jpg|thumb|none|600px|Twist the wires and...]]&lt;br /&gt;
[[File:BTWNebelsbombeWHEEEE.jpg|thumb|none|600px|THROW IT AWAY!]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 Mk. II Hale Grenade==&lt;br /&gt;
While not playable, the [[No. 2 Hand Grenade &amp;quot;Hale&amp;quot;]] is seen in the main menu and loading screens.&lt;br /&gt;
[[File:Page1No2Mk2.jpg|thumb|none|400px|No. 2 Mark II &amp;quot;Hale&amp;quot; Hand Grenade]]&lt;br /&gt;
[[File:BeyondTheWire-BritishHaleRifleGrenade3.jpg|thumb|none|600px|The &amp;quot;Hale&amp;quot; rifle grenade is mounted on the SMLE held by the British soldier.]]&lt;br /&gt;
&lt;br /&gt;
==No. 20 Mk. I Rifle Grenade==&lt;br /&gt;
[[File:BeyondTheWire-BritishRifleGrenade1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-BritishRifleGrenade2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-BritishRifleGrenade3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 27 Grenade==&lt;br /&gt;
The [[No. 27 Smoke Grenade]] appears in-game as the in-general smoke grenade for the BEF, AEF, Harlem Hellfighters, and the French Empire.&lt;br /&gt;
[[File:No27 smoke grenade.jpg|thumb|none|185px|No. 27 Smoke Grenade]]&lt;br /&gt;
[[File:BTWNo27.jpg|thumb|none|600px|A French soldier holding a tin of be-, I mean a British smoke grenade.]]&lt;br /&gt;
[[File:BTWNo27Throw.jpg|thumb|none|600px|Throwing the can of smoke...]]&lt;br /&gt;
[[File:BTWNo27Away.jpg|thumb|none|600px|Watching it fly away...]]&lt;br /&gt;
[[File:BTWNo27Smoke.jpg|thumb|none|600px|And watching it smoke up the wasteland. Fun fact, it is a WP smoke grenade and you can theoretically burn your enemies with it. Fun facts!]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] can be seen in the game's first trailer but is not currently released.	&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|400px|none|Browning Auto-5 - 12 gauge]]&lt;br /&gt;
[[File:BeyondTheWire-BrowningAuto1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 75mm mle. 1897==&lt;br /&gt;
The Canon de 75mm mle. 1897 is buildable for the American and French factions in the game.&lt;br /&gt;
[[File:Canon-75-mm-MLE-1897-No-15932.jpg|thumb|none|400px|Canon 75mm modèle 1897 - 75x350 mm R]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm2.jpg|thumb|none|600px|A &amp;quot;Matériel de 75mm Mle 1897&amp;quot; in-game.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm3.jpg|thumb|none|600px|Manning the Canon.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm4.jpg|thumb|none|600px|Using the gun sight.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm5.jpg|thumb|none|600px|Opening the breech.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm6.jpg|thumb|none|600px|Shoving in a 75x350mm  shell]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm7.jpg|thumb|none|600px|Closing the gate.]]&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The [[7.7 cm Feldkanone 96 n. A.|Feldkanone 96]] appears as the German Empire's artillery piece of choice.&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|Feldkanone 96 neuer Art - 77x234mm R]]&lt;br /&gt;
[[File:BTWFeldkanone.jpg|thumb|none|600px|A German soldier finds a gun. A very. Big. Gun.]]&lt;br /&gt;
[[File:BTWFeldkanoneDefault.jpg|thumb|none|600px|The &amp;quot;default&amp;quot; view of the Feldkanone, and most of the in-game direct fire artillery. Precision is a suggestion.]]&lt;br /&gt;
[[File:BTWFeldkanoneIron.jpg|thumb|none|600px|Taking the suggestion into account, taking a peek into the scope reveals a reticle with a thin cross hair flanked by a circle. Not accurate to the real gun, but shared between all of the other artillery pieces.]]&lt;br /&gt;
[[File:BTWFeldkanoneReload1.jpg|thumb|none|600px|Plus you came here for cool 1900's era artillery piece reload animations!]]&lt;br /&gt;
[[File:BTWFeldkanoneReload2.jpg|thumb|none|600px|I hope you did because they put a lot of work into these animations!]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Ordnance Siege Howitzer]]&lt;br /&gt;
[[File:BeyondTheWire-SiegeHowitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed and unusable German 21 cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:BeyondTheWire-Morser1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Morser2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 18 Pounder==&lt;br /&gt;
The Ordnance QF 18 Pounder appears as the standard artillery piece for the British Empire and the other Allied Powers.&lt;br /&gt;
[[File:British 18 Pounder.jpg|thumb|none|400px|Ordnance QF 18-pounder Field Gun Mk II, Halifax, Nova Scotia]]&lt;br /&gt;
[[File:BTWQF13.jpg|thumb|none|600px|A Tommy gazes upon the regulation allowed Big Gun.]]&lt;br /&gt;
[[File:BTWQF13Stationary.jpg|thumb|none|600px|Getting behind the big gun reveals the same basic look as the earlier Feldkanone. They share the same scope view as well.]]&lt;br /&gt;
[[File:BTWQF13Reload1.jpg|thumb|none|600px|The big difference is the reload.]]&lt;br /&gt;
[[File:BTWQF13Reload2.jpg|thumb|none|600px|Nice detail innit.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1635742</id>
		<title>Beyond The Wire</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beyond_The_Wire&amp;diff=1635742"/>
		<updated>2023-12-15T16:28:38Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Beyond The Wire&lt;br /&gt;
|picture=BeyondtheWireCover.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=August 31, 2022&lt;br /&gt;
|developer=Redstone Interactive&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Beyond The Wire''''' is a 2022 tactical team-based first-person shooter video game set in the First World War, developed by Redstone Interactive and published by Offworld Interactive, the creators of ''[[Squad]]'' and ''[[Squad 44]]'' (known as Post Scriptum at the time). Twisting trenches, roaring artillery, rattling machine guns. ''Beyond The Wire'' wants to convey to players how cruel the First World War could be. Due to the claustrophobic narrowness of the numerous trenches, the game also relies heavily on close combat. Realism is also very important to the developers: accurate uniforms and weapons as well as authentic vehicles are supposed to provide a historically tinged feeling.&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;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Released with the Alpha, the Colt [[M1911]] is available for the American Expeditionary Forces' Assault Class, alongside the Harlem Hellfighters and the Canadian Expeditionary Forces (CEF).&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|300px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:BTWM1911Draw.jpg|thumb|none|600px|How to make every 1911 fan angry in one draw animation.]]&lt;br /&gt;
[[File:BTWM1911.jpg|thumb|none|600px|Yes, the hammer remains uncocked. And yes it bothers me as much as it bothers you.]]&lt;br /&gt;
[[File:BTWM1911Irons.jpg|thumb|none|600px|The irons of the M1911, quite a bit big for a version of the gun infamous for tiny sights.]]&lt;br /&gt;
[[File:BTWM1911LockedBack.jpg|thumb|none|600px|And after surviving the uncocked hammer for 7-8 rounds, the gun locks back to reveal the fact it CAN be cocked.]]&lt;br /&gt;
[[File:BTWM1911Reload1.jpg|thumb|none|600px|Don't think about it, don't think about it.]]&lt;br /&gt;
[[File:BTWM1911Reload2.jpg|thumb|none|600px|Just reload the thing and move on.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears in-game as the &amp;quot;Pistole P08&amp;quot;, used by the German officer class as well as the German Assault Class.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:BTWLugerDraw.jpg|thumb|none|600px|Drawing the Luger with a quick flick of the safety.]]&lt;br /&gt;
[[File:BTWLuger.jpg|thumb|none|600px|And revealing...A Luger. Very riveting stuff I know.]]&lt;br /&gt;
[[File:BTWLugerIrons.jpg|thumb|none|600px|Aiming it reveals Luger iron sights! Whimsy!]]&lt;br /&gt;
[[File:BTWLugerLockedOpen.jpg|thumb|none|600px|It does fully lock back on empty though, a nice touch.]]&lt;br /&gt;
[[File:BTWLugerReload1.jpg|thumb|none|600px|Even nicer is if you look closely here, you can see the barrel and front lockwork pushed back as part of the Luger's action. Very rare to see rendered.]]&lt;br /&gt;
[[File:BTWLugerReload2.jpg|thumb|none|600px|Also yeah, Luger reload, you know the drill here.]]&lt;br /&gt;
&lt;br /&gt;
===Artillery Model===&lt;br /&gt;
The [[Luger P08 Artillery Model]] is also available, dubbed the &amp;quot;Luger Lange Pistole P08&amp;quot; which appears in two basic forms in-game. The more commonly seen version with a 32-round Trommelmagazin is used as an alternative weapon for the German Assault Class. And in a rarity for a video game, the Artillery Luger with normal 8-round mags is used by ''actual'' artillery troops. Yes, the Artillery Crewmen classes get access to it.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|300px|Luger LP08 &amp;quot;Artillery&amp;quot; model with the rare ''Trommelmagazin'' 08 snail drum magazine compatible with the Bergmann [[MP18]] submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BTWLP08.jpg|thumb|none|600px|The Artillery Luger, which shares the same basic draw animation of its smaller brother.]]&lt;br /&gt;
[[File:BTWLP08Irons.jpg|thumb|none|600px|Irons, big and chunky mixing carbine with classic Luger.]]&lt;br /&gt;
[[File:BTWLP08Plink.jpg|thumb|none|600px|Which allows you to have a bit more fun than the normal Luger.]]&lt;br /&gt;
[[File:BTWLP08LockedOpen.jpg|thumb|none|600px|Too much fun.]]&lt;br /&gt;
[[File:BTWLP08Reload1.jpg|thumb|none|600px|Gotta solve that fun with a mag swap.]]&lt;br /&gt;
[[File:BTWLP08BigMag.jpg|thumb|none|600px|And here's another, entirely unrelated LP08. And how is it unrelated?]]&lt;br /&gt;
[[File:BTWLP08ReloadBigMag1.jpg|thumb|none|600px|Oh?]]&lt;br /&gt;
[[File:BTWLP08BigMagReload2.jpg|thumb|none|600px|OH!]]&lt;br /&gt;
[[File:BTWLP08BigMagReload3.jpg|thumb|none|600px|BIG!]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] with the stock is a playable sidearm for the German Empire.&lt;br /&gt;
[[File:C96STOCK.jpg|thumb|none|400px|Mauser C96 fitted with holster/stock combo - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC1.jpg|thumb|none|600px|Unswitching the safety when equipping the &amp;quot;C96 Mauser&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC2.jpg|thumb|none|600px|Holding the pistol.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC4.jpg|thumb|none|600px|Seperating the 7.63x25mm Mauser rounds from the stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC5.jpg|thumb|none|600px|Removing the stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC6.jpg|thumb|none|600px|Moving the slide backwards during the mid reload.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserC7.jpg|thumb|none|600px|Getting rid of the half reloaded stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] appears in-game as the main semi-automatic sidearm of the French Republic, called the &amp;quot;Ruby 1915&amp;quot; in-game. It's also used by the Harlem Hellfighters.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[File:BTWRubyDraw.jpg|thumb|none|600px|Disengaging the Ruby's frame mounted safety on the draw.]]&lt;br /&gt;
[[File:BTWRuby.jpg|thumb|none|600px|And the Ruby in its entirety. For a war with such distinct shapes, the Ruby looks downright svelte in comparison.]]&lt;br /&gt;
[[File:BTWRubyIrons.jpg|thumb|none|600px|The distinct triangle iron sights help it stand out a bit.]]&lt;br /&gt;
[[File:BTWRubyReload1.jpg|thumb|none|600px|After 9 rounds on .32 ACP, the reload starts by swapping the mag.]]&lt;br /&gt;
[[File:BTWRubyReload2.jpg|thumb|none|600px|Loading in the fresh mag, keeping in mind the Ruby's lack of a mag hold open...]]&lt;br /&gt;
[[File:BTWRubyReload3.jpg|thumb|none|600px|By racking the slide, showing the fluted barrel of the Ruby.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt M1917==&lt;br /&gt;
The American officer class and the Harlem Hellfighter's Assault Class have access to the [[M1917 Revolver]], the Canadians also have access to this revolver as the &amp;quot;Colt New Service&amp;quot; although it shares the same model and in the case of the New Service incorrect moon clips. &lt;br /&gt;
[[File:ColtModel1917ArmyEx.jpg|thumb|none|300px|Colt M1917 (Military issue with lanyard ring) - .45 ACP]]&lt;br /&gt;
[[File:BeyondTheWire-M1917Revolver.jpg|thumb|none|600px|A group of AEF troops in the intro of a trailer prepare an attack, the one in the foreground armed with...]]&lt;br /&gt;
[[File:BTWM1917Draw.jpg|thumb|none|600px|A M1917! Here the revolver's being drawn. Beyond The Wire's revolvers operate in a quasi-SA/DA manner. Upon the draw, the characters will cock the hammer.]]&lt;br /&gt;
[[File:BTWM1917.jpg|thumb|none|600px|Why? Looks cool I guess. Anyway, here's the M1917.]]&lt;br /&gt;
[[File:BTWM1917Irons.jpg|thumb|none|600px|And here's its iron sights, which is shared with most Colt revolvers for the next 50 years. That's heritage!]]&lt;br /&gt;
[[File:BTWM1917Reload1.jpg|thumb|none|600px|After the first shots, the gun will be run in DA for the remainder. Including here for the reload where the &amp;quot;empties&amp;quot; are extracted.]]&lt;br /&gt;
[[File:BTWM1917Reload2.jpg|thumb|none|600px|And fresh half-moon clips are added. Just pretend you didn't see those clips with loaded rounds, ok?]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Service==&lt;br /&gt;
The Canadians have access to the [[Colt New Service]] revolver. It is available for the Assault, Raiding, and Rifle sections.&lt;br /&gt;
[[File:ColtNewService1917.jpg|thumb|none|300px|Colt New Service Revolver - .45 ACP]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS1.jpg|thumb|none|600px|Holding a &amp;quot;Colt New Service&amp;quot; revolver.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS3.jpg|thumb|none|600px|Letting free the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS4.jpg|thumb|none|600px|Emptying ou the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS5.jpg|thumb|none|600px|Loading it with loose rounds.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS6.jpg|thumb|none|600px|About to send in the cylinder in postion.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS7.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-ColtNS8.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==MAS Mle. 1892==&lt;br /&gt;
The other sidearm for the French is the [[Mle 1892 Revolver]] and is named &amp;quot;Modéle 1892 Revolver&amp;quot;, primarily issued to officers.&lt;br /&gt;
[[File:Mle 1892.jpg|thumb|none|300px|Modele d’Ordonnance Mle 1892 - 8x27mm SR]]&lt;br /&gt;
[[File:BTWMle1892.jpg|thumb|none|600px|Drawing the Mle 1892, like all of the other revolvers means cocking the hammer. For drama.]]&lt;br /&gt;
[[File:BTWMle1892Standard.jpg|thumb|none|600px|The Mle 1892, in its weirdly angled French glory.]]&lt;br /&gt;
[[File:BTWMle1892Irons.jpg|thumb|none|600px|Which extends to the sights even, including the distinctive globe front sight.]]&lt;br /&gt;
[[File:BTWMle1892BANG.jpg|thumb|none|600px|It has its uses. Note the hammer remains uncocked. Once the first shot is fired, every in-game revolver is run in DA for the remaining shots.]]&lt;br /&gt;
[[File:BTWMle1892Reload1.jpg|thumb|none|600px|After 5 more rounds of 8mm French Ordnance, the reload starts by flicking the cylinder out to the left and knocking out the empties...]]&lt;br /&gt;
[[File:BTWMle1892Reload2.jpg|thumb|none|600px|Before popping in new rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1883==&lt;br /&gt;
The [[Reichsrevolver M1883]] is the only revolver available for the German Imperial Army. The in-game Reichsrevolver is erroneously shown as double-action, possibly to bring it up to par with the other factions' revolvers.&lt;br /&gt;
[[File:1883 ReichsRevolver.jpg|thumb|none|300px|Armeerevolver Modell 1883 - 10.6x25mmR]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver1.jpg|thumb|none|600px|Drawing the Reichsrevolver, and disengaging the safety.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver2.jpg|thumb|none|600px|Holding the &amp;quot;M1883 Reichsrevolver&amp;quot;. Note the uncocked hammer.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver4.jpg|thumb|none|600px|Opening the loading gate.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver5.jpg|thumb|none|600px|Ejecting a spent casing.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver6.jpg|thumb|none|600px|Thumbing in a new 10.6x25mmR round.]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver7.jpg|thumb|none|600px|Closing the gate...]]&lt;br /&gt;
[[File:BeyondTheWire-Reichsrevolver8.jpg|thumb|none|600px|...and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Mk. II==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Mk II Hand Ejector]] appears as a sidearm for the Canadian Expeditionary Forces (CEF) as one of their sidearm choices, primarily issued to classes like the Medic.&lt;br /&gt;
[[File:S&amp;amp;W.455Eley.jpg|thumb|none|300px|Smith &amp;amp; Wesson Mark II Hand Ejector - .455 Webley]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver1.jpg|thumb|none|600px|Cocking the hammer while drawing the revolver.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver2.jpg|thumb|none|600px|Holding the prepared &amp;quot;Smith &amp;amp; Wesson 2nd Model&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver4.jpg|thumb|none|600px|Moving out the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver5.jpg|thumb|none|600px|Getting rid of the spent cartridges.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver7.jpg|thumb|none|600px|Filling the cylinder round by round.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver8.jpg|thumb|none|600px|Bringing back the cylinder.]]&lt;br /&gt;
[[File:BeyondTheWire-SWrevolver9.jpg|thumb|none|600px|Finally cocking the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley Mk VI]] is the duty sidearm for the British faction, used by the Officer and Assault classes.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mark VI - .455 Webley]]&lt;br /&gt;
[[File:BTWWebleyDraw.jpg|thumb|none|600px|Off to mighty Flanders, came an English revolver one day...]]&lt;br /&gt;
[[File:BTWWebley.jpg|thumb|none|600px|Singing songs of Piccadi-. Alright I'll stop.]]&lt;br /&gt;
[[File:BTWWebleyIrons.jpg|thumb|none|600px|The iron sights of the Webley Mk. VI, large, chunky, and prominent.]]&lt;br /&gt;
[[File:BTWWebleyReload1.jpg|thumb|none|600px|Plus a reload. Open the gun up and let the empties go flying out...]]&lt;br /&gt;
[[File:BTWWebleyReload2.jpg|thumb|none|600px|Stuff a Pritchard speed loader into its gaping maw.]]&lt;br /&gt;
[[File:BTWWebleyReload3.jpg|thumb|none|600px|And closing the entire thing shut with a quick snap.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP18==&lt;br /&gt;
The [[Bergmann MP18]] has been added to the game as a weapon for the late-war German faction's Veteran class. The player grasps the MP18 by its magazine with an underhand grip; this was taught as official doctrine during World War II to offset the poor balance of the weapon, but there is no evidence that it was practiced in World War I.&lt;br /&gt;
[[File:MP18.JPG|thumb|none|400px|Bergmann MP18 with 32-round ''trommelmagazin'' drum - 9x19mm]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-1.jpg|thumb|none|600px|Drawing the MP18.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-2.jpg|thumb|none|600px|Holding the MP18.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-4.jpg|thumb|none|600px|Firing the MP18.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-5.jpg|thumb|none|600px|Moving the charging handle back.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-6.jpg|thumb|none|600px|Removing the empty snail drum.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-7.jpg|thumb|none|600px|Getting a new one in place.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-8.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BeyondTheWire-MP18-9.jpg|thumb|none|600px|When putting it away the player character moves the handle into safe position.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle. 1907/15==&lt;br /&gt;
The [[Berthier Mle 1907-15]] was added to the game as an alternative rifle for the French Empire and the Harlem Hellfighters.&lt;br /&gt;
[[File:Fusil Mle 1907-15.jpg|thumb|none|450px|Fusil Berthier Modèle 1907/15 - 8x50mm R]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier1.jpg|thumb|none|600px|Holding a &amp;quot;Berthier Fusil Mle 1907/15&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier3.jpg|thumb|none|600px|Cycling the bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier4.jpg|thumb|none|600px|Inserting a new three round clip.]]&lt;br /&gt;
[[File:BeyondTheWire-Berthier5.jpg|thumb|none|600px|Affixing of the ''Rosalie'' spike bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield M1917==&lt;br /&gt;
The [[M1917 Enfield]] appears as the standard-issue rifle to the American Expeditionary Forces.&lt;br /&gt;
[[File:M1917enfield.jpg|thumb|none|450px|Enfield M1917 - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Enfield1.jpg|thumb|none|600px|A Steam Store screenshot of a US Doughboy advancing on a night map, his M1917 illuminated by a red flare.]]&lt;br /&gt;
[[File:BTWM1917RifleDraw.jpg|thumb|none|600px|At the range, we have a normal non-red M1917.]]&lt;br /&gt;
[[File:BTWM1917RifleIrons.jpg|thumb|none|600px|With its distinctive large sights, sighting up targets is a breeze.]]&lt;br /&gt;
[[File:BTWM1917RifleReload1.jpg|thumb|none|600px|And its got an atypical reload; when empty, the Doughboy will strip five rounds in and add a sixth loose round, just like ''Battlefield 1''.]]&lt;br /&gt;
[[File:BTWM1917RifleReload2.jpg|thumb|none|600px|Shoving the bolt home. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield P14==&lt;br /&gt;
The [[Pattern 1914 Enfield]] is the scoped rifle for the British sniper class.&lt;br /&gt;
[[File:Pattern1914scoped.jpg|thumb|none|450px|Pattern M1914 (P 14) Enfield with BSA M1918 telescopic scope - .303 UK]]&lt;br /&gt;
[[File:BTWPattern14.jpg|thumb|none|600px|And now we get its bespoke British cousin, the Pattern 1914.]]&lt;br /&gt;
[[File:BTWPattern14Idle.jpg|thumb|none|600px|More specifically, the Pattern 1914 Mk I W (T) sniper variant. Fancy innit?]]&lt;br /&gt;
[[File:BTWPattern14Scope.jpg|thumb|none|600px|Looking down the scope view, we get a thin wire crosshair. Beyond The Wire gives all of its scoped rifles the same reticle, assuming to balance them out and this is one of those. The original Aldis scope for the (T) Pattern 14's was a heavy verticle post with a thin horizontal post that would become a trademark of British military sniper rifles for decades to come.]]&lt;br /&gt;
[[File:BTWPattern14Reload1.jpg|thumb|none|600px|Not letting incorrect sighting systems stop him, we whip the bolt of this rifle open...]]&lt;br /&gt;
[[File:BTWPattern14Reload2.jpg|thumb|none|600px|And stuff it full of .303 British ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 1888/05==&lt;br /&gt;
The [[Gewehr 1888/05]] was added to the game with its full release as the third choosable rifle for some German classes.&lt;br /&gt;
[[File:G88_05.jpg|thumb|none|450px|Gewehr 1888/05 - 7.92x57mm (8×57 IS)]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-1.jpg|thumb|none|600px|Readying a &amp;quot;Gewehr 88/05&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-2.jpg|thumb|none|600px|Holding the Gewehr.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-4.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:BeyondTheWire-Gewehr88-5.jpg|thumb|none|600px|Sinking in the new 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield Mk. I* CLLE==&lt;br /&gt;
The [[Lee-Enfield Mk. I|Lee-Enfield Mk. I* CLLE]] is available for ANZAC soldiers, making it the standard infantry rifle for them. However, some British and Canadian units have also access to this Lee-Enfield rifle as an alternative rifle for the following No. 1 Mk. III.&lt;br /&gt;
[[File:Lee Enfield CMLE.jpg|thumb|none|450px|Lee-Enfield Mark I* CLLE (Charger Loading Lee Enfield) - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE1.jpg|thumb|none|600px|Holding an &amp;quot;CCLE Mk I&amp;quot; rifle.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE3.jpg|thumb|none|600px|The magazine cut-off is seen.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE4.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLECLLE5.jpg|thumb|none|600px|Thumbing in one of the two 5-round stripper clips.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 1 Mk. III==&lt;br /&gt;
The standard infantry rifle for the BEF is the [[Lee-Enfield No.1 Mk.III]]. The in-game name incorrectly refers to it as a &amp;quot;*&amp;quot; model, despite the model portraying the earlier pattern. An SMLE with an Aldis M1916 scope is available for the British and Canadian Veteran Sniper classes.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|450px|Lee-Enfield No. 1 Mark III - .303 British]]&lt;br /&gt;
[[File:BTWSMLEDraw.jpg|thumb|none|600px|Overlooking a bluff is the classic rifle of the British in WWI, the SMLE - note the cocking piece of the earlier model.]]&lt;br /&gt;
[[File:BTWSMLEIrons.jpg|thumb|none|600px|And its quintessential low, squat and functional iron sights.]]&lt;br /&gt;
[[File:BTWSMLEBolting.jpg|thumb|none|600px|In comparison to other games which like to pair Lee-Enfields with the famous &amp;quot;Mad Minute&amp;quot; bolt technique, Beyond The Wire doesn't. This is somewhat accurate to the war, as the elaborate musket training of the initial BEF was dropped from circulation as the war went on. It wouldn't be until after WWI that the concept of Mad Minute would come back into British cirriculum for training.]]&lt;br /&gt;
[[File:BTWSMLEReload1.jpg|thumb|none|600px|Still, doesn't stop the rifle from being functional. And now to reload it by cracking it open...]]&lt;br /&gt;
[[File:BTWSMLEReload2.jpg|thumb|none|600px|Stuffing in 2 5-round stripper clips...]]&lt;br /&gt;
[[File:BTWSMLEReload3.jpg|thumb|none|600px|And shutting the bolt with a nice chunky thunk.]]&lt;br /&gt;
[[File:SMLE with bayonet.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk. III* with Pattern 1907 Bayonet - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBayonet1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SMLEmk3Scoped.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk. III with Aldis M1916 scope - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis1.jpg|thumb|none|600px|Equipping the scoped Lee-Enfield.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis2.jpg|thumb|none|600px|Holding the sniper variant.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis3.jpg|thumb|none|600px|Using the Aldis scope.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis4.jpg|thumb|none|600px|About to place a 5-round stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-SMLEBAldis5.jpg|thumb|none|600px|Loading in a loose round.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
The [[Lebel 1886]], in-game name &amp;quot;Fusil Mle 1886/M93 ''Lebel''&amp;quot;, is the main rifle of the French Republic and was a placeholder for the Harlem Hellfighters until the Berthier Model 1907-15 was added. A scoped model fitting the APX Mle 1917 scope is also available to the French Empire's marksman class.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Fusil Modèle 1886 - 8x50Rmm]]&lt;br /&gt;
[[File:BeyondTheWire-Lebel1.jpg|thumb|none|600px|An Alpha screenshot of a cramped trench filled with French soldiers, featuring...]]&lt;br /&gt;
[[File:BTWLebel.jpg|thumb|none|600px|A Lebel! Lebel Modele 1886/M93 if you want to be correct. But a Lebel nonetheless.]]&lt;br /&gt;
[[File:BTWLebelIrons.jpg|thumb|none|600px|Featuring fun inclusions like relatively squared off iron sights! For a gun predating sliced bread, that's very nice.]]&lt;br /&gt;
[[File:BTWLebelReload.jpg|thumb|none|600px|And what is a video game Lebel without an elaborate reload animation?]]&lt;br /&gt;
[[File:BTWLebelReload2.jpg|thumb|none|600px|Open breech, stuff tube with 8 rounds of 8x50 Lebel ammo...]]&lt;br /&gt;
[[File:BTWLebelReload3.jpg|thumb|none|600px|And close it shut!]]&lt;br /&gt;
[[File:Apx1917 1.jpg|thumb|none|400px|Scoped Lebel M1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWLebelAPX.jpg|thumb|none|600px|And if that wasn't enough, there's the fun scoped version!]]&lt;br /&gt;
[[File:BTWLebelAPXIrons.jpg|thumb|none|600px|Which ditches the classic chevron reticle of the legitimate APX scopes for the standard wire crosshair. Sad!]]&lt;br /&gt;
[[File:BTWLebelAPXReload.jpg|thumb|none|600px|And you know what happens from here.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] will be the standard rifle for the German faction and it is seen named &amp;quot;Gewehr 1898&amp;quot; in the Alpha. A scoped version will be also available with the ''Glasvisier'' 16, like in ''[[Screaming Steel: 1914-1918]]''. The Seitengewehr 98/05 bayonet appears both as an option mounted to the rifle, and as the &amp;quot;Bayonet&amp;quot; melee weapon given out to a variety of classes.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98-1.jpg|thumb|none|600px|A line of German soldiers with their issued G1898 rifles.]]&lt;br /&gt;
[[File:BTWG1898.jpg|thumb|none|600px|Speaking of which. Note the bright metal receiver and bolt assembly, accurate for WWI-era Gewehr 1898's.]]&lt;br /&gt;
[[File:BTWG1898Irons.jpg|thumb|none|600px|The iconic, cramped sights of the original Gewehr 1898.]]&lt;br /&gt;
[[File:BTWG1898IronsCycling.jpg|thumb|none|600px|Doesn't stop you from shooting stuff, though.]]&lt;br /&gt;
[[File:BTWG1898Decocked.jpg|thumb|none|600px|After 5 rounds of 8mm Mauser, you're greeted by this image of a decocked Gewehr 1898. Nice touch.]]&lt;br /&gt;
[[File:BTWG1898Reload1.jpg|thumb|none|600px|And before long, opening up the action for...]]&lt;br /&gt;
[[File:BTWG1898Reload2.jpg|thumb|none|600px|5 rounds of 8mm Mauser are stuffed into the action.]]&lt;br /&gt;
[[File:Gewehr1898Glasvisier16.jpg|thumb|none|450px|Gewehr 1898 fitted with a Zeiss Glasvisier 16 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-G98Scoped1.jpg|thumb|none|600px|A German sniper armed with his 1898 fitted with the Glasvisier scope in an Alpha trailer.]]&lt;br /&gt;
[[File:BTWG1898Glasvisier.jpg|thumb|none|600px|And here's the money shot. The rarely seen Glasvisier 16 scope.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierScope.jpg|thumb|none|600px|And a look down the scope view. This view with a thin wirey crosshair is incorrect to the Glasvisier. The scope in real life is a 2.5x bifocal lens that would focus on the small triangle cover placed on the iron sight, which is rendered on the in-game model as you can see. That would be the point of aim for soldiers to use in the field. Naturally, the system was found to be quite clunky and dropped in favor of far more normal 4x and 6x traditional scopes. In-game, this system is ditched for a simple, albeit inaccurate crosshair.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload1.jpg|thumb|none|600px|Disappointment immeasurable, day ruined, the reload continues as it did normally. Insert clip.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload2.jpg|thumb|none|600px|Go knuckle deep to insert all of the rounds, don't laugh.]]&lt;br /&gt;
[[File:BTWG1898GlasvisierReload3.jpg|thumb|none|600px|Before very DRAMATICALLY throwing the bolt closed.]]&lt;br /&gt;
[[File:SG98-05bayonet.jpg|thumb|none|400px|Seitengewehr 98/05 bayonet]]&lt;br /&gt;
[[File:BTWG1898Bayonet.jpg|thumb|none|600px|Mounting the bayonet reveals that while it is a 98/05, it's a &amp;quot;ground&amp;quot; model. Following rumors of Allied soldiers executing Germans caught with &amp;quot;Butcher blades&amp;quot;, thousands of German soldiers began to grind off the saw back parts of their bayonets to prevent their execution if they were captured. No reports have ever been substantiated in this happening, but it's a neat touch to see rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Karabiner 98AZ==  &lt;br /&gt;
The [[Mauser 98AZ Artillery Carbine]] has been added as an alternative main arm for the German faction, alongside the designated arm for the fittingly Artillery troops.&lt;br /&gt;
[[File:Mauser_98AZ_Artillery_Carbine.jpg|thumb|none|450px|Mauser Karabiner 98AZ - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ1.jpg|thumb|none|600px|Drawing a &amp;quot;Karabiner 98AZ&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ2.jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ4.jpg|thumb|none|600px|The empty Kar98AZ; note the position of the striker.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ5.jpg|thumb|none|600px|About to open the chamber.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ6.jpg|thumb|none|600px|Placing a 7.92x57mm Mauser stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-KarabinerAZ7.jpg|thumb|none|600px|Affixing an M1884/98 II knife bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Tankgewehr M1918==&lt;br /&gt;
The [[Mauser 1918 T-Gewehr]] can be selected with the German Veteran Anti-Tank Rifleman class.&lt;br /&gt;
[[File:Tankgewehr1918.jpg|thumb|none|450px|Mauser Tankgewehr Modell 1918 - 13.2x92mmSR TuF]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr1.jpg|thumb|none|600px|Like the smaller mauser brother, the player character unflips the safety.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr2.jpg|thumb|none|600px|Holding the &amp;quot;Tankgewehr M1918&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr3.jpg|thumb|none|600px|Targeting a disabled Mk. IV tank while prone.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr4.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr5.jpg|thumb|none|600px|Cycling the bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-MauserTankgewehr6.jpg|thumb|none|600px|Inserting a 13.2x92mmSR TuF round.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle. 1917==&lt;br /&gt;
A [[R.S.C. Mle 1917]] was added in the 0.9 Update as the alternative weapon for the French Empire's Assault Class.&lt;br /&gt;
[[File:R.S.C._Model_1917.jpg‎|thumb|none|450px|Fusil automatique Modèle 1917 - 8×50mmR Lebel]]&lt;br /&gt;
[[File:BTWMle1917draw.jpg|thumb|none|600px|Equipping the R.S.C by flicking off the safety.]]&lt;br /&gt;
[[File:BTWMlt1917.jpg|thumb|none|600px|The R.S.C in all its chunky glory.]]&lt;br /&gt;
[[File:BTWMle1917Irons.jpg|thumb|none|600px|And its chunky and tiny sights.]]&lt;br /&gt;
[[File:BTWMle1917Reload1.jpg|thumb|none|600px|Reloading the R.S.C first by opening up the magazine and removing the empty clip.]]&lt;br /&gt;
[[File:BTWMle1917Reload2.jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BTWMle1917Reload3.jpg|thumb|none|600px|And racking the charging handle with a good ol' tug.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk. III==&lt;br /&gt;
The [[Ross_M1910#Ross_Mk_III|Ross Mk. III]] has been added as the mainline rifle of the Canadian faction. Fittingly, it is also the sniper rifle of choice for the Canadians, equipped with an American Warner &amp;amp; Swasey scope. &lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|450px|Ross Mark III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Ross1.jpg|thumb|none|600px|A Canadian soldier holds his &amp;quot;Ross Rifle Mk.III&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross2.jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross3.jpg|thumb|none|600px|Working the straight bolt handle.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross4.jpg|thumb|none|600px|Filling the chamber with loose rounds.]]&lt;br /&gt;
[[File:BeyondTheWire-Ross5.jpg|thumb|none|600px|Racking back the bolt.]]&lt;br /&gt;
[[File:Ross mk-iii sniper.jpg|thumb|none|450px|Ross Mk. III Model 1910 sniper rifle with Warner &amp;amp; Swasey M1913 Prismatic Musket Sight - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped1.jpg|thumb|none|600px|A sniper draws his &amp;quot;Ross Rifle Mk.III + W&amp;amp;S Scope&amp;quot; rifle.]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped2.jpg|thumb|none|600px|Holding the scoped Ross Rifle.]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped3.jpg|thumb|none|600px|A view through the Warner &amp;amp; Swasey scope.]]&lt;br /&gt;
[[File:BeyondTheWire-RossScoped4.jpg|thumb|none|600px|Bringing up a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield 1903==&lt;br /&gt;
While the [[M1917 Enfield]] is accurately portrayed as the main armament of the AEF, the [[Springfield M1903]] still makes an appearance in-game as the rifle of choice for the AEF's marksman with a Warner and Swasey M1913 musket sight. Some classes can also use the infantry variant.&lt;br /&gt;
[[File:Springfield1903ScopedWarnerAndSwasey.jpg|thumb|none|450px|Springfield M1903 fitted with a WWI vintage Warner and Swasey M1913 musket sight - .30-06 Springfield]]&lt;br /&gt;
[[File:BTWM1903Draw.jpg|thumb|none|600px|Outproduced by the M1917 but not out entirely, a Doughboy flicks the safety off of his M1903 Springfield rifle.]]&lt;br /&gt;
[[File:BTWM1903.jpg|thumb|none|600px|And there it is, the M1903 with the full Warner and Swasey scope in all of its chunky glory. Looks like a Brownie camera got screwed onto the side of it.]]&lt;br /&gt;
[[File:BTWM1903Irons.jpg|thumb|none|600px|And the scope view. Like the other scoped rifles, it uses a default wire crosshair. In this case, this is the most accurate of the 4 scoped rifles in-game. The Warner and Swasey scope was just a simple wire crosshair. The only thing missing is a few range finder marks on the bottom left view of the scope.]]&lt;br /&gt;
[[File:BTWM1903Irons2.jpg|thumb|none|600px|Plus given this scope misses the W&amp;amp;S's eye cup (commonly lost in the field), you can watch the scope view bob around as you cycle the rifle.]]&lt;br /&gt;
[[File:BTWM1903Reload1.jpg|thumb|none|600px|You should know the drill from here. Clip in gun.]]&lt;br /&gt;
[[File:BTWM1903Reload2.jpg|thumb|none|600px|Bolt forward, ejecting the empty clip.]]&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield1.jpg|thumb|none|600px|Holding the &amp;quot;Springfield M1903&amp;quot; without the scope.]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield2.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield3.jpg|thumb|none|600px|Placing in a 5-round stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-Springfield4.jpg|thumb|none|600px|Loading in loose rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears in-game under its own name, as the specialty alternative weapon for the AEF Assault class.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:BeyondTheWire-TrenchGun1.jpg|thumb|none|600px|A Steam Store screecap of an Assault class soldier making his way through a dark trench with nothing but a shotgun as protection.]]&lt;br /&gt;
[[File:BTWM1897.jpg|thumb|none|600px|Speaking of which, the Trench Gun! Start posting your Trench Gun memes now!]]&lt;br /&gt;
[[File:BTWM1897Irons.jpg|thumb|none|600px|The simple irons of the Trench Gun, useful for close to mid-ish ranges. I wouldn't push it past 50 yards but you'd be surprised with how far 00 buckshot can hit.]]&lt;br /&gt;
[[File:BTWM1897Reload1.jpg|thumb|none|600px|After showing these dastardly sandbags what for, the reload starts by popping a shell into the open breech, closing it and..]]&lt;br /&gt;
[[File:BTWM1897Reload2.jpg|thumb|none|600px|Stuffing an extra 5 into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==BAR M1918==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR M1918]] appears as the new LMG of choice for the American faction, used by the LMG team for the AEF as well as the Assault class of the Harlem Hellfighters.&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|none|400px|M1918 Browning Automatic Rifle- .30-06]]&lt;br /&gt;
[[File:BeyondTheWire-BAR1.jpg|thumb|none|600px|Unlocking the safety when drawing.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR2.jpg|thumb|none|600px|Holding the readied &amp;quot;BAR M1918&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR4.jpg|thumb|none|600px|Unusually, the BAR in this game reloads with the right hand - though this makes sense, given the BAR is a heavy weapon.]]&lt;br /&gt;
[[File:BeyondTheWire-BAR5.jpg|thumb|none|600px|Checking the new magazine before loading it in...]]&lt;br /&gt;
[[File:BeyondTheWire-BAR6.jpg|thumb|none|600px|...and giving it a tap in place]]&lt;br /&gt;
[[File:BeyondTheWire-BAR7.jpg|thumb|none|600px|The Doughboy then turns the Browning over the other way and works its charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The &amp;quot;Fusil Mitrailleur Mle 1915 CSRG ''[[Chauchat]]''&amp;quot; is used by the French Republic's light machinegun team.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|none|400px|Chauchat Light Machine Gun - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BTWChauchat.jpg|thumb|none|600px|High on a bluff, a proud machinegunner stands with his boutique tube.]]&lt;br /&gt;
[[File:BTWChauchatSwing.jpg|thumb|none|600px|And the tube's forever swinging bipod. Accurate to the real-world weapon, and mildly hilarious to watch.]]&lt;br /&gt;
[[File:BTWChauchatIrons.jpg|thumb|none|600px|The irons of the Chauchat, a deep V notch offset to the left of the gun.]]&lt;br /&gt;
[[File:BTWChauchatReload1.jpg|thumb|none|600px|And the reload, which while interesting can be seen better in...]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat M1918==&lt;br /&gt;
The American [[Chauchat|.30-06 American Conversion]] variant of the Chauchat was initially added for the AEF, now replaced by the BAR. It's currently the LMG of choice for the Harlem Hellfighters.&lt;br /&gt;
[[File:Chauchatm1918.jpg|thumb|none|400px|Chauchat M1918 - .30-06]]&lt;br /&gt;
[[File:BTWM1918.jpg|thumb|none|600px|Its weird American sequel! You don't get a BAR, but you get this.]]&lt;br /&gt;
[[File:BTWM1918Irons.jpg|thumb|none|600px|The sights are similar, albeit the modified sights of the American versions of the Chauchat with a deeper cut notch due to accuracy issues with the initial models.]]&lt;br /&gt;
[[File:BTWM1918Reload1.jpg|thumb|none|600px|Here you can see the full reload of the Chauchat. First, the bolt is racked back.]]&lt;br /&gt;
[[File:BTWM1918Reload2.jpg|thumb|none|600px|The empty mag is removed...]]&lt;br /&gt;
[[file:BTWM1918Reload3.jpg|thumb|none|600px|And the new mag inserted. The only difference between the Mle. 1915 and the M1918 is the American mag swap is done exclusively with the right hand, and before inserting the fresh mag he taps it on the receiver. For good measure.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1895==&lt;br /&gt;
The [[Colt 1895 Automatic Machine Gun]] appears in-game as the HMG of choice for the Canadian military, accurately for the early CEF who used M1895/14 Colts until 1915 when they were replaced by Vickers Guns.&lt;br /&gt;
[[File:Colt3.jpg|thumb|none|400px|Colt Model 1895 - .30-40 Krag]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG1.jpg|thumb|none|600px|An &amp;quot;M1895 'Potato Dagger'&amp;quot; in-game.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG2.jpg|thumb|none|600px|Operating the machine gun.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG4.jpg|thumb|none|600px|Taking the empty ammo box.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG5.jpg|thumb|none|600px|Getting the new belt into place.]]&lt;br /&gt;
[[File:BeyondTheWire-ColtMG6.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle. 1909==&lt;br /&gt;
The [[Hotchkiss M1909]] light machine gun &lt;br /&gt;
[[File:Hotchkiss1909.jpg|thumb|none|400px|Hotchkiss M1909 Benét–Mercié - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle. 1914==&lt;br /&gt;
The [[Hotchkiss M1914]] appears as the French Empire and Harlem Hellfighter's HMG of choice.&lt;br /&gt;
[[File:M1914Hotchkiss.jpg|thumb|none|400px|Hotchkiss Modèle 1914 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG1.jpg|thumb|none|600px|A &amp;quot;Hotchkiss M1914&amp;quot; in-game.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG2.jpg|thumb|none|600px|Manning the Hotchkiss machine gun.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG5.jpg|thumb|none|600px|Inserting a new stripper clip.]]&lt;br /&gt;
[[File:BeyondTheWire-HotchkissHMG6.jpg|thumb|none|600px|Charging the Hotchkiss.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] is the standard-issue LMG of the BEF, and also appears in the various destroyed Mark IV tanks that decorate certain maps. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BTWLewisDraw.jpg|thumb|none|600px|Starting off with a flick of the safety...]]&lt;br /&gt;
[[File:BTWLewis.jpg|thumb|none|600px|We get ourselves a Lewis Gun, after a long wait.]]&lt;br /&gt;
[[File:BTWLewisIrons.jpg|thumb|none|600px|Looking through the slightly cluttered but very adjustable flip up sight of the Lewis.]]&lt;br /&gt;
[[File:BTWLewisReload1.jpg|thumb|none|600px|After expending the 47 round pan mag, we need to reload. First removing the old drum...]]&lt;br /&gt;
[[File:BTWLewisReload2.jpg|thumb|none|600px|Exposing the open receiver, and the details like the cooling fins inside the barrel jacket...]]&lt;br /&gt;
[[File:BTWLewisReload3.jpg|thumb|none|600px|Before slapping down a new pan magazine, running the bolt and going back to work.]]&lt;br /&gt;
&lt;br /&gt;
==LMG 08/15==&lt;br /&gt;
Fokker Dr. I triplanes appear in-game as map decorations, fitted with a pair of [[MG08/15|LMG 08/15]] machine guns.&lt;br /&gt;
[[File:lmg08-15 air.jpg|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M1907==&lt;br /&gt;
The light machine gun for the Germans is the [[Madsen machine gun|Madsen M1907]], incorrectly labeled as the &amp;quot;M1902&amp;quot; in-game. This variant was not the model used by the Germans during World War I, but is similar.&lt;br /&gt;
[[File:Madsen Model 1907.jpg|thumb|none|400px|Madsen Model 1907 - 7x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-Madsen1.jpg|thumb|none|600px|A Madsen lighting up a nighttime map from a screenshot shared on the game's Steam Store page.]]&lt;br /&gt;
[[File:BTWMadsenDraw.jpg|thumb|none|600px|Drawing the Madsen gun.]]&lt;br /&gt;
[[File:BTWMadsen.jpg|thumb|none|600px|Holding the Madsen gun from the hip.]]&lt;br /&gt;
[[File:BTWMadsenIrons.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BTWMadsenReload1.jpg|thumb|none|600px|Swapping out the magazine.]]&lt;br /&gt;
[[File:BTWMadsenReload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08==&lt;br /&gt;
The [[Maxim MG08]] fitted with the ''Patronenkasten'' 16 belt drum and ''Panzermantel'' (armored jacket) with a barrel shield is the stationary HMG for the German Empire.&lt;br /&gt;
[[File:MaximMG08.jpg|thumb|none|400px|Maxim MG 08 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BeyondTheWire-MaximMG1.jpg|thumb|none|600px|A Steam Page screenshot showing an MG08 firing from a trench position.]]&lt;br /&gt;
[[File:BTWMG08Start.jpg|thumb|none|600px|And all it takes to get that kind of chaos is a tug on the charging handle.]]&lt;br /&gt;
[[File:BTWMG08.jpg|thumb|none|600px|Behold the beast of No Man's Land. Clad in rarely seen &amp;quot;Panzermantel&amp;quot; armor. Here for one thing.]]&lt;br /&gt;
[[File:BTWMG08Irons.jpg|thumb|none|600px|Killing enemies. A view down the sights, normally open if it wasn't for the small slot in the Panzermantel limiting your field of view.]]&lt;br /&gt;
[[File:BTWMG08Reload1.jpg|thumb|none|600px|Doesn't stop it from doing its job though, reloading starts with swapping the drums...]]&lt;br /&gt;
[[File:BTWMG08Reload2.jpg|thumb|none|600px|Before feeding in the belt and giving the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
The [[Maxim MG08/15]] was brought into the game for the Germans as their second choosable portable machine gun.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|400px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
The [[Vickers]] Mk. I appears in-game as the dedicated HMG for both the British and AEF, the latter representing the rarely-seen Colt-Vickers M1915 machine gun.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:BeyondTheWire-Vickers1.jpg|thumb|none|600px|A Doughboy in a trailer fires a Vickers gun.]]&lt;br /&gt;
[[File:BTWVickersStart.jpg|thumb|none|600px|Getting the beast going with a charge of the charging handle. Charging it properly. Have I said charge enough yet?]]&lt;br /&gt;
[[File:BTWVickers.jpg|thumb|none|600px|Yeah I think I have.]]&lt;br /&gt;
[[File:BTWVickersIrons.jpg|thumb|none|600px|In comparison to the simpler sights of the WWII era Vickers, the game gives you the incredibly elaborate WWI era flip up sight. Sadly you can't flick through all of the aperture settings. Yet.]]&lt;br /&gt;
[[File:BTWVickersFiring.jpg|thumb|none|600px|Don't let that stop you from using the Vickers for what it was for! Suppressing fire!]]&lt;br /&gt;
[[File:BTWVickersReload1.jpg|thumb|none|600px|After firing many suppressions, the reload starts in Squad like fashion with a dramatic change of ammo cans.]]&lt;br /&gt;
[[File:BTWVickersReload2.jpg|thumb|none|600px|Feeding the beast with more .303...]]&lt;br /&gt;
[[File:BTWVickersReload3.jpg|thumb|none|600px|Before charging it and getting it ready to roll again.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Lance-flammes type P3==&lt;br /&gt;
The French Veteran Flamethrower class can use the ''Lance-flammes type P3'', the P3 portable flamethrower which incorrectly has the same name as its German counterpart.&lt;br /&gt;
[[File:BeyondTheWire-P3Flamethrower1.jpg|thumb|none|600px|A French soldier holds the ''Lance-flammes''.]]&lt;br /&gt;
[[File:BeyondTheWire-P3Flamethrower2.jpg|thumb|none|600px|Firing the flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
Following the game's full release, the German Veteran ''Flammenwerfer'' class gives access to the [[Wechselapparat M1917]] flamethrower.&lt;br /&gt;
[[File:Wex flam.jpg|thumb|none|400px|Wechselapparat (''Wex'') Modell 1917]]&lt;br /&gt;
[[File:BeyondTheWire-Wechselapparat1.jpg|thumb|none|600px|A ''Sturmpionier'' wields the &amp;quot;Wechselapparat&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-Wechselapparat2.jpg|thumb|none|600px|Werfing some flammen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Schießbecher 17==&lt;br /&gt;
The ''Karabingranate'' 1917 rifle grenades are fired from the Mauser ''Schießbecher für Gewehrgranate 17'', the German counterpart of the 1916 French Vivien-Bessière Tromblon (see below).&lt;br /&gt;
[[File:BeyondTheWire-Schießbecher1.jpg|thumb|none|600px|In another screenshot from the Steam Store, a German grenadier mounts his Karabingranate to his rifle...]]&lt;br /&gt;
[[File:BTWM1917Grenade.jpg|thumb|none|600px|As we do so now.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIdle.jpg|thumb|none|600px|The continuity wasn't intentional, but here we are. Cup on a stick.]]&lt;br /&gt;
[[File:BTWM1917GrenadeIrons.jpg|thumb|none|600px|The &amp;quot;irons&amp;quot; of the Karabingranate. IE, your thumb.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload1.jpg|thumb|none|600px|And the reload, stuff a new grenade into the cup.]]&lt;br /&gt;
[[File:BTWM1917GrenadeReload2.jpg|thumb|none|600px|Before running the bolt. Note the LIVE bullet going into the chamber. While Post Scriptum and other games tend to show the loading of blanks into rifles running grenade launchers, Beyond The Wire doesn't. Suffice to say, don't do what you're seeing in front of you kids.]]&lt;br /&gt;
&lt;br /&gt;
==Vivien-Bessière Tromblon==&lt;br /&gt;
The Lebel rifles and the M1917s can be fitted with [[Viven-Bessières Rifle Grenade Launcher]]'s for their factions' respective Grenadier class.&lt;br /&gt;
[[File:Lebel VB Memorial de Verdun.jpg|thumb|none|400px|[[Lebel Mle 1886]] rifle with Tromblon VB.]]&lt;br /&gt;
[[File:BTWVB.jpg|thumb|none|600px|First we affix the cup to the fancy stick.]]&lt;br /&gt;
[[File:BTWVBIrons.jpg|thumb|none|600px|Then we look out at what we want to blow up. The difference between &amp;quot;not aiming&amp;quot; and &amp;quot;aiming&amp;quot; boils down to not glaring at your soldier's thumb intensely.]]&lt;br /&gt;
[[file:BTWVBReload.jpg|thumb|none|600px|Before deleting something from existence and stuffing another grenade into the pipe.]]&lt;br /&gt;
[[File:BTWVBM1917.jpg|thumb|none|600px|And before you thought we were done, oh no we got another rifle to make into an explosive stick.]]&lt;br /&gt;
[[File:BTWVBM1917Idle.jpg|thumb|none|600px|The M1917 Enfield.]]&lt;br /&gt;
[[File:BTWVBM1917Irons.jpg|thumb|none|600px|Most of it functions the same as the French counterpart. Using the thumb to aim...]]&lt;br /&gt;
[[File:BTWVBM1917Reload1.jpg|thumb|none|600px|Stuffing a new grenade into the cup...]]&lt;br /&gt;
[[File:BTWVBM1917Reload2.jpg|thumb|none|600px|...and loading a live round in behind it. While this may seem like a terrible mistake, the VB launcher actually works this way - the grenade has a hole through the middle, and the rifle's muzzle blast is trapped behind the grenade (launching it) as the bullet passes through.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F1 Mle. 1916==&lt;br /&gt;
The [[F1 hand grenade]] appears in-game as the French Empire's grenade of choice.&lt;br /&gt;
[[File:French F1 Mle 1916 Billant.JPG|thumb|none|185px|F1 with Mle. 1916 Billant fuse]]&lt;br /&gt;
[[File:BTwF1.jpg|thumb|none|600px|A Frenchman stares over No Man's Land with his spicy F1 lemon.]]&lt;br /&gt;
[[File:BTWF1Throw.jpg|thumb|none|600px|Lining up his arc for throwing...]]&lt;br /&gt;
[[File:BTWF1Yeet.jpg|thumb|none|600px|Watching him go...]]&lt;br /&gt;
[[File:BTWF1Kaboom.jpg|thumb|none|600px|And watching it go boom boom.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The classic [[Mills Bomb]] appears as the British Empire's grenade of choice.&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|185px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
[[File:BeyondTheWire-MillsBomb1.jpg|thumb|none|600px|Holding an &amp;quot;No.5 Mills Bomb&amp;quot;.]]&lt;br /&gt;
[[File:BeyondTheWire-MillsBomb2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 1 hand grenade==&lt;br /&gt;
The [[Mk 1 hand grenade]] is available for the AEF and Harlem Hellfighters as their grenade of choice.&lt;br /&gt;
[[File:MkI-Frag.jpg|thumb|none|185px|Mk 1 hand grenade]]&lt;br /&gt;
[[File:BTWMk1.jpg|thumb|none|600px|The rarely seen father to the classic Mk. 2 Pineapple grenade, the Mk. 1 in its chunky glory.]]&lt;br /&gt;
[[File:BTWMk1Throw.jpg|thumb|none|600px|Works about the same too, even if the soldier here is ignoring which side the pin is on. This is a running theme with a few of the other grenades in the game.]]&lt;br /&gt;
[[File:BTWMk1Yeet.jpg|thumb|none|600px|Still does the same job though.]]&lt;br /&gt;
&lt;br /&gt;
==Model 14 Karabingranate==&lt;br /&gt;
The Karabiner 98AZ of the ''Grenadier'' can fire Model 14 Karabingranates.&lt;br /&gt;
[[File:Karabingranate M 1914.jpg|thumb|none|400px|Karabingranate Modell 1914]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate5.jpg|thumb|none|600px|Placing a blank into the chamber.]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Karabingranate4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 1915 Bertrand Tear Gas Grenade==&lt;br /&gt;
[[File:BeyondTheWire-Bertrand1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Bertrand2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 16 Stielhandgranate==&lt;br /&gt;
The [[Model 16 Stielhandgranate]], which appears as the &amp;quot;M1916 Stielhandgranate&amp;quot;, comes with an early warhead from a [[Model 15 Stielhandgranate|Model 15]] which was not uncommon during WWI. A ''Geballte Ladung'' will be also available.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|350px|Model 16 Stielhandgranate]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Preparing to raid an enemy trench requires unscrewing the bottom cap on the Model 16 here.]]&lt;br /&gt;
[[File:BTWModel16-2.jpg|thumb|none|600px|Little time consuming but a nice touch. Plus now, primed potato masher!]]&lt;br /&gt;
[[File:BTWModel16.jpg|thumb|none|600px|Just gotta pull this cord here and...]]&lt;br /&gt;
[[File:BTWModel16YEET.jpg|thumb|none|600px|Throwing it! Note the magical grenade spoon that spawns that the Model 16 doesn't have. Don't question it. Imperial German magic.]]&lt;br /&gt;
&lt;br /&gt;
==Handnebelbombe==&lt;br /&gt;
The Handnebelbombe smoke grenade appears in-game under its own name, used by the German Empire.&lt;br /&gt;
[[File:Handnebelbombe.jpg|thumb|none|185px|Handnebelbombe]]&lt;br /&gt;
[[File:BTWNebelsbombe.jpg|thumb|none|600px|And here it is. The Nebelsbombe. A tiny little ball with a wire sticking out of it.]]&lt;br /&gt;
[[File:BTWNebelsbombeThrow.jpg|thumb|none|600px|Twist the wires and...]]&lt;br /&gt;
[[File:BTWNebelsbombeWHEEEE.jpg|thumb|none|600px|THROW IT AWAY!]]&lt;br /&gt;
&lt;br /&gt;
==No. 2 Mk. II Hale Grenade==&lt;br /&gt;
While not playable, the [[No. 2 Hand Grenade &amp;quot;Hale&amp;quot;]] is seen in the main menu and loading screens.&lt;br /&gt;
[[File:Page1No2Mk2.jpg|thumb|none|400px|No. 2 Mark II &amp;quot;Hale&amp;quot; Hand Grenade]]&lt;br /&gt;
[[File:BeyondTheWire-BritishHaleRifleGrenade3.jpg|thumb|none|600px|The &amp;quot;Hale&amp;quot; rifle grenade is mounted on the SMLE held by the British soldier.]]&lt;br /&gt;
&lt;br /&gt;
==No. 20 Mk. I Rifle Grenade==&lt;br /&gt;
[[File:BeyondTheWire-BritishRifleGrenade1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-BritishRifleGrenade2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-BritishRifleGrenade3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 27 Grenade==&lt;br /&gt;
The [[No. 27 Smoke Grenade]] appears in-game as the in-general smoke grenade for the BEF, AEF, Harlem Hellfighters, and the French Empire.&lt;br /&gt;
[[File:No27 smoke grenade.jpg|thumb|none|185px|No. 27 Smoke Grenade]]&lt;br /&gt;
[[File:BTWNo27.jpg|thumb|none|600px|A French soldier holding a tin of be-, I mean a British smoke grenade.]]&lt;br /&gt;
[[File:BTWNo27Throw.jpg|thumb|none|600px|Throwing the can of smoke...]]&lt;br /&gt;
[[File:BTWNo27Away.jpg|thumb|none|600px|Watching it fly away...]]&lt;br /&gt;
[[File:BTWNo27Smoke.jpg|thumb|none|600px|And watching it smoke up the wasteland. Fun fact, it is a WP smoke grenade and you can theoretically burn your enemies with it. Fun facts!]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] can be seen in the game's first trailer but is not currently released.	&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|400px|none|Browning Auto-5 - 12 gauge]]&lt;br /&gt;
[[File:BeyondTheWire-BrowningAuto1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 75mm mle. 1897==&lt;br /&gt;
The Canon de 75mm mle. 1897 is buildable for the American and French factions in the game.&lt;br /&gt;
[[File:Canon-75-mm-MLE-1897-No-15932.jpg|thumb|none|400px|Canon 75mm modèle 1897 - 75x350 mm R]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm2.jpg|thumb|none|600px|A &amp;quot;Matériel de 75mm Mle 1897&amp;quot; in-game.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm3.jpg|thumb|none|600px|Manning the Canon.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm4.jpg|thumb|none|600px|Using the gun sight.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm5.jpg|thumb|none|600px|Opening the breech.]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm6.jpg|thumb|none|600px|Shoving in a 75x350mm  shell]]&lt;br /&gt;
[[File:BeyondTheWire-Canonde75mm7.jpg|thumb|none|600px|Closing the gate.]]&lt;br /&gt;
&lt;br /&gt;
==7.7 cm Feldkanone 96 n.A.==&lt;br /&gt;
The [[7.7 cm Feldkanone 96 n. A.|Feldkanone 96]] appears as the German Empire's artillery piece of choice.&lt;br /&gt;
[[File:800px-7.7 cm Feldkanone 16 IMG 6414b.jpg|thumb|none|400px|Feldkanone 96 neuer Art - 77x234mm R]]&lt;br /&gt;
[[File:BTWFeldkanone.jpg|thumb|none|600px|A German soldier finds a gun. A very. Big. Gun.]]&lt;br /&gt;
[[File:BTWFeldkanoneDefault.jpg|thumb|none|600px|The &amp;quot;default&amp;quot; view of the Feldkanone, and most of the in-game direct fire artillery. Precision is a suggestion.]]&lt;br /&gt;
[[File:BTWFeldkanoneIron.jpg|thumb|none|600px|Taking the suggestion into account, taking a peek into the scope reveals a reticle with a thin cross hair flanked by a circle. Not accurate to the real gun, but shared between all of the other artillery pieces.]]&lt;br /&gt;
[[File:BTWFeldkanoneReload1.jpg|thumb|none|600px|Plus you came here for cool 1900's era artillery piece reload animations!]]&lt;br /&gt;
[[File:BTWFeldkanoneReload2.jpg|thumb|none|600px|I hope you did because they put a lot of work into these animations!]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Ordnance Siege Howitzer]]&lt;br /&gt;
[[File:BeyondTheWire-SiegeHowitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
Fixed and unusable German 21 cm Mörser 16 heavy howitzers are seen around base areas in the multiplayer.&lt;br /&gt;
[[File:21-cm-Mörser 16.jpg|thumb|none|400px|Langer 21 cm Mörser Model 16, displayed at the Finnish Artillery Museum in Hämeenlinna - 210mm]]&lt;br /&gt;
[[File:BeyondTheWire-Morser1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BeyondTheWire-Morser2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 18 Pounder==&lt;br /&gt;
The Ordnance QF 18 Pounder appears as the standard artillery piece for the British Empire and the other Allied Powers.&lt;br /&gt;
[[File:British 18 Pounder.jpg|thumb|none|400px|Ordnance QF 18-pounder Field Gun Mk II, Halifax, Nova Scotia]]&lt;br /&gt;
[[File:BTWQF13.jpg|thumb|none|600px|A Tommy gazes upon the regulation allowed Big Gun.]]&lt;br /&gt;
[[File:BTWQF13Stationary.jpg|thumb|none|600px|Getting behind the big gun reveals the same basic look as the earlier Feldkanone. They share the same scope view as well.]]&lt;br /&gt;
[[File:BTWQF13Reload1.jpg|thumb|none|600px|The big difference is the reload.]]&lt;br /&gt;
[[File:BTWQF13Reload2.jpg|thumb|none|600px|Nice detail innit.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Squad&amp;diff=1635741</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Squad&amp;diff=1635741"/>
		<updated>2023-12-15T16:27:54Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Squad&lt;br /&gt;
|picture=Squadlogo_black_hires.jpg&lt;br /&gt;
|date=December 15, 2015 (Early Access) September 23, 2020 (Official Release)&lt;br /&gt;
|developer=Offworld Industries&lt;br /&gt;
|publisher=Offworld Industries&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Squad''''' is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The [http://joinsquad.com/faq stated goal] of ''Squad'' is to create a &amp;quot;tactical first person shooter built around teamwork and cooperation&amp;quot;. It is a spiritual successor to the award-winning ''[[Project Reality]]'' modification for ''[[Battlefield 2]]'', with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the main game was developed from 2015 and finally released in 2020. It was originally available as a Steam Early Access title. The developers intend on continuing support and development of the game with additional factions, weapons, vehicles, and levels.&lt;br /&gt;
&lt;br /&gt;
There are two historical set titles derived from ''Squad'''s &amp;quot;OWI Core&amp;quot; UE4 framework, the WWII-set ''[[Squad 44]]'' (released in 2018, then known as ''Post Scriptum'') and the WWI-set ''[[Beyond The Wire]]'', released in Early Access in 2021.&lt;br /&gt;
{{VG Title}} &lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Squad'' simulates engagements across many different theaters involving the US Army, Ground Forces of the Russian Federation, British Army, Canadian Army, Insurgents, and the Irregular Militia Forces (referred to as &amp;quot;Militia&amp;quot; for brevity). The official V1.0 release in 2020 introduced the Middle Eastern Alliance (MEA), a spiritual successor to ''PR'''s MEC, based on the Iranian and Turkish armed forces. The Australian Defence Force has also been brought into the game with the V2.15 update. The V3.0 update brought the United States Marine Corps into the mix, along with new amphibious gameplay elements. Update V4.0 has introduced the People's Liberation Army of China, and V5.0 has added PLA Navy Marine Corps and Russian VDV airborne sub-factions to ''Squad''. In a match of ''Squad'', players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. Specialist kits may either have squad-level or team-wide role limitations, and may only be made available when the squad (and team) has reached a minimum size. The roles in ''Squad'' are:&lt;br /&gt;
&lt;br /&gt;
*Squad/Cell Leader, the head of the squad with the ability to place rally points, forward operating bases (FOBs) and deployables.&lt;br /&gt;
*Rifleman/Fighter, who is equipped with a standard loadout for general purpose combat.&lt;br /&gt;
*Automatic Rifleman, who is equipped with a light machine gun for providing direct fire support and suppression.&lt;br /&gt;
*Machine Gunner, who is equipped with a medium machine gun to provide sustained medium to long range direct fire support and suppression.&lt;br /&gt;
*Medic, who is capable of reviving and healing incapacitated/wounded teammates.&lt;br /&gt;
*Lead Crewman, who is almost similar to the crewman below, but is also capable of deploying rally points, FOBs and deployables.&lt;br /&gt;
*Crewman, who is given a stripped-down loadout for self-defense, and is capable of operating heavier vehicles.&lt;br /&gt;
*Grenadier, who is capable of providing indirect fire support with launched grenades and marking targets with smoke grenades.&lt;br /&gt;
*Light Anti Tank, who is equipped with rocket launchers to eliminate light vehicles and entrenched enemies.&lt;br /&gt;
*Heavy Anti Tank, who is equipped with anti-tank rocket launchers to eliminate heavily armored vehicles.&lt;br /&gt;
*Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.&lt;br /&gt;
*Raider, who is equipped with a submachine gun and grenades for close quarter combat.&lt;br /&gt;
*Sapper (formerly Scout), who is equipped with binoculars, mines, TNTs and IEDs for scouting enemy positions and explosives for setting up ambushes.&lt;br /&gt;
*Combat Engineer, who is equipped with anti-tank mines and C4 for sabotage behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
Reserve ammunition is tracked in individual magazines, and reloading while partially empty will return the magazine to the player's inventory. The player's lower body is fully visible in first person by looking down. Most weapon-related actions in ''Squad'' are fully animated with full arm animations, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.&lt;br /&gt;
&lt;br /&gt;
Zeroing in ''Squad'' closely simulates reality, with animated zeroing adjustments and ranging options that reflect the ranging options on the sights of the real weapons. Changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range.&lt;br /&gt;
&lt;br /&gt;
To better demonstrate the weapons, many screenshots on this page are taken while looking downwards using freelook, which rotates the first-person camera (i.e. the player character's head) without moving or rotating the player character's body.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9A1== &lt;br /&gt;
The [[Beretta M9A1]] appears in ''Squad'' as the &amp;quot;M9A1 Beretta&amp;quot;. It feeds from 15-round box magazines and was available to all US Army classes save for the squad leader, rifleman, grenadier, light anti-tank, heavy anti-tank and combat engineer. As of the V3.0 update, it is now only issued to the USMC and is no longer available to the Army.&lt;br /&gt;
&lt;br /&gt;
While not visible in the current reload animations, the magazine markings read ''MAS CAL 9 PARA'' / ''FABRIQUE SOUS LICENSE BERETTA'' (&amp;quot;manufactured under a Beretta license&amp;quot;), making it a [[Beretta 92 pistol series#PAMAS G1|PAMAS G1]] magazine (French copy of the Beretta 92FS).&lt;br /&gt;
[[file:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[file:Squad m9a1 hold.jpg|thumb|none|600px|The Beretta M9A1 in first person.]]	&lt;br /&gt;
[[file:Squad_m9a1_sights.jpg|thumb|none|600px|Aiming down the sights.]]	&lt;br /&gt;
[[file:Squad_m9a1_reload.jpg|thumb|none|600px|Reloading the M9A1.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
An actual [[SIG-Sauer M17 MHS]] has replaced the P320 model that was masquerading as an M17 as of the v4.2 update. It is available to all US Army kits, and feeds from 17-round box magazines. &lt;br /&gt;
&lt;br /&gt;
The true SIG M17 also came with an animation overhaul; the character now performs the retention reload taught as part of the M17's manual-of-arms as opposed to the more conventional style seen on other pistols in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-P320-FS-MHS.jpg|thumb|none|350px|XM17 MHS with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Squad M17 MHS (1).jpg|thumb|none|600px|Drawing the SIG-Sauer M17 out at the Skorpo marina. It gets a safety animation per the MHS specs, as the prior P320 lacks this.]]&lt;br /&gt;
[[File:Squad M17 MHS (2).jpg|thumb|none|600px|In addition, the US Army character models got an overhaul, including new operator gloves.]]&lt;br /&gt;
[[File:Squad M17 MHS (3).jpg|thumb|none|600px|Aiming across the bay.]]&lt;br /&gt;
[[File:Squad M17 MHS (4).jpg|thumb|none|600px|Performing the tacticool reload, an unusual sight in ''Squad''. It reloads in this manner both with a round in the chamber and when empty.]]&lt;br /&gt;
[[File:Squad M17 MHS (5).jpg|thumb|none|600px|Mashing in the new mag.]]&lt;br /&gt;
[[File:Squad M17 MHS (6).jpg|thumb|none|600px|The slide remains locked and also gets powerstroked back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443==&lt;br /&gt;
The [[MP-443 Grach|MP-443]] Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes except the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the [[Squad#Beretta M9A1|M9A1]], the marksman, crewman and lead crewman get an extra magazine each.&lt;br /&gt;
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[file:Squad mp443 hold.jpg|thumb|none|600px|The MP-443 in first person.]] &lt;br /&gt;
[[file:Squad_mp443_sights.jpg|thumb|none|600px|Aiming down the sights.]] &lt;br /&gt;
[[file:Squad_mp443_reload.jpg|thumb|none|600px|Reloading the MP-443.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in ''Squad'' under the British Designation of &amp;quot;L131A1 General Service Pistol&amp;quot;. It is available to all classes except the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the [[Squad#Beretta M9A1|M9A1]] and [[Squad#MP-443 Grach|MP-443 Grach]], the marksman, crewman and lead crewman each get an extra magazine.&lt;br /&gt;
[[file:Glock-17Gen4.jpg|thumb|none|350px|Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm]]&lt;br /&gt;
[[file:Squad l131a1 hold.jpg|thumb|none|600px|Holding the L131A1.]]&lt;br /&gt;
[[file:Squad l131a1 aim.jpg|thumb|none|600px|Aiming down the sights.]] &lt;br /&gt;
[[file:Squad l131a1 reload.jpg|thumb|none|600px|Reloading the L131A1 - the barrel does not tilt upward even though it should.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears in ''Squad'' as the &amp;quot;TT33 Tokarev&amp;quot;. It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the [[Squad#Makarov PM|PM]], it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips. The markings on the TT-33 erroneously claim a production year of 1938, despite being modeled after the post-1947 variant.&lt;br /&gt;
&lt;br /&gt;
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad tt33 hold.jpg|thumb|none|600px|The Tokarev TT-33 in first person.]]&lt;br /&gt;
[[file:Squad TT-33 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad TT-33 Grips.jpg|thumb|none|600px|Reloading the TT-33 - note the painted star on the grips.]]&lt;br /&gt;
[[file:Squad TT-33 Reload.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM== &lt;br /&gt;
The [[Makarov PM]] appears in ''Squad'' as the &amp;quot;PM Makarov&amp;quot;, following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes except the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the [[Squad#Tokarev TT-33|TT-33]], it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:Squad pm hold.jpg|thumb|none|600px|The Makarov PM in first person.]]&lt;br /&gt;
[[file:Squad_makarov_sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad_makarov_reload2.jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
[[file:Squad pm reload2.jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Inglis Hi-Power]] is available to all classes of the Canadian Army (except for the Combat Engineer) added in the Alpha 15.3 update. It appears as the &amp;quot;Hi-Power Pistol&amp;quot;. An older model [[Browning Hi-Power]] with wood grips and a tangent rear sight appears as the standard sidearm of the MEA (Middle Eastern Alliance) faction added in the v1.0 update. The Australian Defence Force with the V2.15 update also uses the Hi-Power, this time the Mark III variant, under the &amp;quot;Hi-Power MK3&amp;quot; moniker.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Squad Hi-Power (1).jpg|thumb|none|600px|Drawing the Inglis HP out in a rocky part of Goose Bay.]]&lt;br /&gt;
[[File:SquadHiPower.jpg|thumb|none|600px|Far in the cold white north, a Canuck reveals his Hi-Power.]]&lt;br /&gt;
[[File:SquadHiPowersights.jpg|thumb|none|600px|We don't even get three dots this time around. Lame.]]&lt;br /&gt;
[[File:SquadHiPowerreload.jpg|thumb|none|600px|Still, nice to have a Hi-Power regardless. Reloading is fairly typical. Remove old mag, show the kids at home the fresh new mag...]]&lt;br /&gt;
[[File:SquadHiPowerreload2.jpg|thumb|none|600px|Before hitting the slide release. The Hi-Power reuses the M9A1's animations, even including a non-existent decocker safety for unequipping the gun.]]&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|FN P-35 - 9x19mm]]&lt;br /&gt;
[[File:SquadOldHiPower.jpg|thumb|none|600px|Paying tribute to the sky, we are gifted with a lovely vintage Hi-Power.]]&lt;br /&gt;
[[File:SquadOldHiPowerSights.jpg|thumb|none|600px|Aiming down the sights, the big and chunky 1930's tangent sights. They can be rather optimistically dialed out to 500 meters.]]&lt;br /&gt;
[[File:SquadOldHiPowerReload.jpg|thumb|none|600px|Although as repayment for this new model...]]&lt;br /&gt;
[[File:SquadOldHiPowerReload2.jpg|thumb|none|600px|We use the same default animations. A small price to pay.]]&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:Squad BHP MkIII (1).jpg|thumb|none|600px|An Australian holds his Self Loading Pistol on a hostile water jug.]]&lt;br /&gt;
[[File:Squad BHP MkIII (2).jpg|thumb|none|600px|Aiming shows some newer illuminated sights, although its still a rather old sidearm given the ADF's much more modern primary weapons.]]&lt;br /&gt;
[[File:Squad BHP MkIII (3).jpg|thumb|none|600px|Reloading the Mark III with the game's standard pistol reload after putting some holes in the plastic jug.]]&lt;br /&gt;
&lt;br /&gt;
==QSZ-92==&lt;br /&gt;
V4.0's update introduces the [[QSZ-92]] as the People's Liberation Army standard sidearm.&lt;br /&gt;
[[File:11 qsz-92-5 Main.jpg|thumb|350px|none|QSZ-92-5.8 - 5.8x21mm DAP92]]&lt;br /&gt;
[[File:Squad QSZ-92 (1).jpg|thumb|none|600px|A Chinese Squad Leader draws his QSZ-92 along the harbor.]]&lt;br /&gt;
[[File:Squad QSZ-92 (2).jpg|thumb|none|600px|The QSZ's sights.]]&lt;br /&gt;
[[File:Squad QSZ-92 (3).jpg|thumb|none|600px|It reloads in ''Squad'''s typical fashion. The cartridges along the magazine's window appear to be mere 2D textures.]]&lt;br /&gt;
[[File:Squad QSZ-92 (4).jpg|thumb|none|600px|Chambering the QSZ.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==PPSh-41== &lt;br /&gt;
The [[PPSh-41]] is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel). &lt;br /&gt;
&lt;br /&gt;
Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.&lt;br /&gt;
[[file:Ppsh41.jpg|thumb|none|400px|PPSh-41 with stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad ppsh41 stick hold.jpg|thumb|none|600px|The PPSh-41 in first person.]]&lt;br /&gt;
[[file:Squad ppsh41 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad ppsh41 stick reload1.jpg|thumb|none|600px|Reloading the PPSh-41.]]&lt;br /&gt;
[[file:Squad ppsh41 stick reload2.jpg|thumb|none|600px|Pulling the bolt back after inserting a fresh magazine.]]&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:Squad ppsh41 drum hold.jpg|thumb|none|600px|The PPSh-41, with 71-round drum equipped, in first person.]]&lt;br /&gt;
[[file:Squad ppsh41 drum reload.jpg|thumb|none|600px|Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.]]&lt;br /&gt;
[[file:Squad ppsh41 drum safety.jpg|thumb|none|600px|Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is made available for Insurgent and Militia crewmen, lead crewman and as an option for the Insurgent Light Anti-Tank in Alpha 13.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|350px|none|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:SquadSkorpionDraw.jpg|thumb|none|601px|The draw animation for the Skorpion, doing the rare feat of actually using the gun's folding stock.]]&lt;br /&gt;
[[File:SquadSkorpion1.jpg|thumb|none|601px|The Skorpion in all its tiny, adorable glory.]]&lt;br /&gt;
[[File:SquadSkorpionSights.jpg|thumb|none|601px|The sights, cramped but still fitted with a 2 position flip sight. The usability of that on a .32 ACP submachine gun is questionable but it's nice the option is there.]]&lt;br /&gt;
[[File:Squad Skorpion (1).jpg|thumb|none|600px|Actuating the fire selector - due to a scripting limitation, it pops back in place; this is the case for all fire selector animations in-game.]]&lt;br /&gt;
[[File:SquadSkorpionReload1.jpg|thumb|none|601px|Having redecorated the nearby walls with 20 rounds of .32 ACP, it's time to reload by removing the old mag...]]&lt;br /&gt;
[[File:SquadSkorpionReload2.jpg|thumb|none|601px|Then inserting a fresh one and thumbing the cocking knobs back and letting the bolt chamber a round.]]&lt;br /&gt;
[[File:SquadSkorpionDeEquip.jpg|thumb|none|601px|When done, he folds the stock back up and puts it away.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Carbines=&lt;br /&gt;
==M16A2==&lt;br /&gt;
As of the V4.5 update, the classic [[M16A2]] is available to the Militia faction. It has a Colt Scope and M203 variants. &lt;br /&gt;
[[File:M16A2.jpg|thumb|400px|none|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:Squad M16A2 (1).jpg|thumb|none|600px|Drawing the M16A2 with a flick of the selector off safe.]]&lt;br /&gt;
[[File:Squad M16A2 (2).jpg|thumb|none|600px|A Militant loafs around with his M16.]]&lt;br /&gt;
[[File:Squad M16A2 (3).jpg|thumb|none|600px|Aiming with the classic A2 sight picture - due to a bug, the rear sight doesn't adjust properly as of V4.5.]]&lt;br /&gt;
[[File:Squad M16A2 (4).jpg|thumb|none|600px|It also has a distinct reload animation.]]&lt;br /&gt;
[[File:Squad M16A2 (5).jpg|thumb|none|600px|Smacking in a new mag...]]&lt;br /&gt;
[[File:Squad M16A2 (6).jpg|thumb|none|600px|...and the charging handle is yanked, unlike the burst fire M4 and more akin to the FAL.]]&lt;br /&gt;
[[File:Squad M16A2 (7).jpg|thumb|none|600px|The M16A2 with the Colt Scope.]]&lt;br /&gt;
[[File:Squad M16A2 (8).jpg|thumb|none|600px|Surprisingly, it has an illuminated reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The USMC faction of the V3.0 update has the [[M16A4]] rifle as standard for riflemen, squad leaders, Corpsmen, engineers, and AT kits. The USMC grenadier has an M16A4 equipped with a M203.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|400px|M16A4 detachable carry handle sight - 5.56x45mm]]&lt;br /&gt;
[[File:BattleLA M16A4.jpg|thumb|none|400px|M16A4 with ACOG scope, RIS foregrip, Magpul MBUS rear sight, and AN/PEQ-15 IR designator - 5.56x45mm]]&lt;br /&gt;
[[File:Squad M16A4 (1).jpg|thumb|none|600px|A Marine with the basic pattern M16A4 near a cannon monument. All come equipped with AN/PEQ-16 ATPIALs and use older carry handle rear sights rather than the USMC standard KAC rear sights. Foregrips are available to a few roles.]]&lt;br /&gt;
[[File:Squad M16A4 (2).jpg|thumb|none|600px|The sights are largely identical to the A2 above, aside from the knobs for affixing to the A4's flat top.]]&lt;br /&gt;
[[File:Squad M16A4 (3).jpg|thumb|none|600px|The M16 has the same shared reload animation from the other AR variants.]]&lt;br /&gt;
[[File:Squad M16A4 (4).jpg|thumb|none|600px|About to smack the bolt release.]]&lt;br /&gt;
[[File:Squad M16A4 (5).jpg|thumb|none|600px|The SL M16A4 comes with an ACOG M150 scope and KAC vertical grip.]]&lt;br /&gt;
[[File:Squad M16A4 (6).jpg|thumb|none|600px|Looking through the ACOG scope.]]&lt;br /&gt;
[[File:Squad M16A4 (7).jpg|thumb|none|600px|The right side of the Grenadier M16, which also comes equipped with a M150 sight.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated &amp;quot;M68 CCO&amp;quot;) alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip and is loaded with tracer rounds.&lt;br /&gt;
&lt;br /&gt;
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and [[Squad#Colt M4 Carbine|M4 Carbine]] markings, implying it shares the same models and textures with the latter rifle.&lt;br /&gt;
&lt;br /&gt;
The Alpha of the V14 Update introduced a modified version of the M4 and M4A1 for the US Army, using MaTech 300m sights rather than the classic carry handle and adding PEQ-15 laser modules for both rifles. The LE stocks have also been changed to Crane/BCM B5 SOPMOD stocks.&lt;br /&gt;
[[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]&lt;br /&gt;
[[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]]&lt;br /&gt;
[[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights - the M4-type sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.]]&lt;br /&gt;
[[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]]&lt;br /&gt;
[[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]]&lt;br /&gt;
[[file:Squad m4a1 reload2.jpg|thumb|none|600px|...switches magazines, revealing the [[Squad#Colt M4 Carbine|M4 Carbine]] markings in the process...]]&lt;br /&gt;
[[file:Squad m4a1 reload3.jpg|thumb|none|600px|...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.]]&lt;br /&gt;
[[File:Squad M4A1 V14 (1).jpg|thumb|none|600px|Taking a knee with the post-Alpha 14 M4A1's basic infantry variant - note the model has been improved as well, the charging handle and top rail now have much better proportions.]]&lt;br /&gt;
[[File:Squad M4A1 V14 (2).jpg|thumb|none|600px|The view through the MaTech rear and just over the PEQ box.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] in a few different configurations is used by the US Army and the Militia in ''Squad''. All configurations use 30-round box magazines and have a six-position stock.&lt;br /&gt;
&lt;br /&gt;
For the US Army, the M4 Carbine is available to all US Army classes save for the automatic rifleman, machine gunner and marksman, and comes with a KAC railed handguard. The US Army squad leader, rifleman and grenadier's M4 Carbines have Trijicon TA31RCOs (designated &amp;quot;M150 RCO&amp;quot;) mounted. The squad leader's comes loaded with tracer rounds while the grenadier's comes with an additional [[Squad#M203A1|M203A1]] mounted. The combat engineer's has an M68 CCO mounted. The medic and light anti-tank may choose either the M150 RCO or M68 CCO. In the case of the medic, choosing the former means losing his [[Squad#M67 Frag Grenade|M67 Frag Grenade]] and red [[Squad#M18 Smoke Grenade|M18 Smoke Grenades]]. For the light anti-tank, choosing former means losing both his M67s and one white M18. The lead crewman and crewman use stock rifles with carry handle iron sights. The heavy anti-tank may choose either the M68 CCO or carry handle iron sights (with a KAC foregrip), with the latter losing access to his M67.&lt;br /&gt;
&lt;br /&gt;
For the Militia, their M4 is only available to Militia squad leader and rifleman, and comes with the older round handguard. The squad leader's M4 comes with an M68 mounted onto the rear sight (i.e. the carry handle), while the rifleman's M4 only has stock iron sights.&lt;br /&gt;
&lt;br /&gt;
The USMC faction has M4 Carbines an an option for some roles such as the Heavy AT kit and vehicle crewman. It still uses the carry handle rear sight and has a PEQ equipped. &lt;br /&gt;
[[file:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm]] &lt;br /&gt;
[[file:ColtM4.jpg|thumb|none|400px|Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]]&lt;br /&gt;
[[file:Squad m4 mil hold.jpg|thumb|none|600px|The Militia's M4 Carbine in first person.]]&lt;br /&gt;
[[file:Squad M4 M68 Hold.jpg|thumb|none|600px|The M4 Carbine, with M68 CCO mounted, in first person.]]&lt;br /&gt;
[[file:Squad M4 M68 Aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]&lt;br /&gt;
[[file:Squad m4 us hold.jpg|thumb|none|600px|The US Army's M4 Carbine, with a M150 RCO equipped, in first person.]]&lt;br /&gt;
[[file:Squad m4 us aim.jpg|thumb|none|600px|Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.]]&lt;br /&gt;
[[File:Squad M4 V14 (1).jpg|thumb|none|600px|Right side of a post-Alpha 14 US Army M4, showing the folded down rear sight and PEQ-15 mounted on the 3'o-clock rail.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7A2==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7A2]] is available to the Canadian Army rifleman, light anti-tank and Combat Engineer classes. It originally came with a C79A2 mounted; later updates introduced iron sight and foregrip variants. AN/PEQ-2s have also been added to the front sight RIS section.&lt;br /&gt;
[[file:C7a2.jpg|thumb|none|400px|Colt Canada C7A2 with C79A2 optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Squad C7A2 (1).jpg|thumb|none|600px|A iron-sighted C7A2 out by the Manic-5 exit canal.]]&lt;br /&gt;
[[File:Squad C7A2 (2).jpg|thumb|none|600px|The C7 long rifle brought to shoulder.]]&lt;br /&gt;
[[File:Squad C7A2 (3).jpg|thumb|none|600px|Aiming with the new Colt Canada style rear sight, note the Maple Leaf.]]&lt;br /&gt;
[[File:SquadC7.jpg|thumb|none|601px|At a lovely Newfoundland fishing dock, we find a C7A2 in its natural habitat.]]&lt;br /&gt;
[[File:SquadC7Scope.jpg|thumb|none|600px|The scope view of the C79A2. A straight line post with a few range estimation wings, and a teeny tiny green point for aiming. Very vintage.]]&lt;br /&gt;
[[File:SquadC7Reload1.jpg|thumb|none|600px|After a bit of non-regulation fishing, the reload begins by dropping the mag...]]&lt;br /&gt;
[[File:SquadC7Reload2.jpg|thumb|none|600px|Smacking in a fresh one...]]&lt;br /&gt;
[[File:SquadC7Reload3.jpg|thumb|none|600px|About to clap the bolt release, animations shared by all the AR pattern rifles in-game. The Canadian C7/C8 rifles come in both original green and black and...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C8A3==&lt;br /&gt;
The [[M16_rifle_series#Diemaco.2FColt_Canada_C8_Carbine|Colt Canada C8A3]] is available to the Canadian Army squad leader, lead crewman, medic, crewman, and heavy anti-tank. The squad leader's C8A3 may either have a C79A2 optical sight, or a EOTech 552 (designated &amp;quot;ET552&amp;quot; or &amp;quot;ET&amp;quot;). The EOTech comes default with the medic and both crewman classes. Earlier versions of the game featured the C8A3 with the M203 for the Canadian Grenadier; however, this has been replaced with the C7A2 + M203 combo.&lt;br /&gt;
[[file:Colt_Canada_C8_carbine.JPG|thumb|none|400px|Colt Canada C8A3 with C79A2 optical sight and Thermold polymer magazine - 5.56x45mm]]&lt;br /&gt;
[[File:SquadC8.jpg|thumb|none|600px|Desert tan! And here's the EOTech or &amp;quot;ET&amp;quot; variant of the C8.]]&lt;br /&gt;
[[File:SquadC8sight.jpg|thumb|none|600px|Aiming the C8, showing the absolute cowitness for the EOTech and the front sight block.]]&lt;br /&gt;
[[File:SquadC8Reload1.jpg|thumb|none|600px|Reloading the C8 reveals that while it uses the generic animations, it is actually modeled with a Colt Canada lower complete with a &amp;quot;Fabrique Au Canada&amp;quot; stamp on the lower And despite its desert get-up, its still got a green Cadex foregrip.]]&lt;br /&gt;
[[File:SquadC8Reload2.jpg|thumb|none|600px|The rifle's identity secured, the bolt is slapped home.]]&lt;br /&gt;
[[File:Squad C8A3 (1).jpg|thumb|none|600px|A distinctly-ungloved Canadian crewman with the basic pattern C8A3.]]&lt;br /&gt;
[[File:Squad C8A3 (2).jpg|thumb|none|600px|Looking through the basic sights.]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes equipped with a Daniel Defense railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named &amp;quot;ACOG&amp;quot;) mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a [[Squad#L123A2 UGL|L123A2 UGL]] mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously. &lt;br /&gt;
&lt;br /&gt;
Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top. The V2.0 update introduced another variant using an ELCAN 4x scope as the &amp;quot;L85A2 LDS.&amp;quot; As of the V2.15 update, all the ACOG variants have been replaced with ELCAN scopes.&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 Theatre Entry Standard (TES) - 5.56x45mm]]&lt;br /&gt;
[[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]]&lt;br /&gt;
[[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight.]]&lt;br /&gt;
[[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]]&lt;br /&gt;
[[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]]&lt;br /&gt;
[[file:Squad l85a2 reload 3.jpg|thumb|none|600px|...presses the bolt release to chamber a round...]]&lt;br /&gt;
[[file:Squad l85a2 reload 4.jpg|thumb|none|600px|...and karate chops the charging handle as a forward assist.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Hold.jpg|thumb|none|600px|The L85A2, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT.]]&lt;br /&gt;
[[file:Squad L85A2 SUSAT Vault.jpg|thumb|none|600px|Vaulting with the L85A2 - we now have a nice view of the SUSAT.]]&lt;br /&gt;
[[file:Squad l85a2 acog idle.jpg|thumb|none|600px|The L85A2, with TA31-CH mounted, in first person.]]&lt;br /&gt;
[[file:Squad l85a2 acog aim.jpg|thumb|none|600px|Aiming with the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.]]&lt;br /&gt;
[[File:Squad L85A2 LDS (1).jpg|thumb|none|600px|The ELCAN-equipped L85 in the low ready stance.]]&lt;br /&gt;
[[File:Squad L85A2 LDS (2).jpg|thumb|none|600px|The view through the ELCAN.]]&lt;br /&gt;
&lt;br /&gt;
==L22A2==&lt;br /&gt;
The [[L22A2]] is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted. &lt;br /&gt;
&lt;br /&gt;
Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.&lt;br /&gt;
[[file:Sa80A2-l22a2.jpg|thumb|none|400px|L22A2 with a 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[file:Squad L22A2 Hold.jpg|thumb|none|600px|The L22A2 in first person.]]&lt;br /&gt;
[[file:Squad L22A2 Aim.jpg|thumb|none|600px|Aiming down the sights - while the sight picture is largely the same, the front post is obviously far closer and larger here.]]&lt;br /&gt;
[[file:Squad L22A2 Reload.jpg|thumb|none|600px|Reloading the L22A2 - it shares the same reload pattern as the [[Squad#Enfield SA80A2|L85A2]] and the [[Squad#L86A2 LSW|L86A2]] below.]]&lt;br /&gt;
[[file:Squad L22A2 SUSAT Hold.jpg|thumb|none|600px|The L22A2, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad L22A2 SUSAT Aim.jpg|thumb|none|600px|Aiming with the SUSAT to reveal *gasp* a SUSAT reticle.]]&lt;br /&gt;
&lt;br /&gt;
==EF88==&lt;br /&gt;
The [[Thales F90|EF88]] was introduced as the standard assault rifle/carbine for the ADF with the V2.15 update. It has both normal and &amp;quot;EF88C&amp;quot; carbine variants, and comes in a wide latitude of configurations. It has folding BUIS in its most default configurations, and the &amp;quot;ET552&amp;quot; holographic sight for the rifle-length variant, and ELCan Specter scopes for both versions. Squad Leaders have usable Grippods that allow them to deploy the EF88 for added accuracy bonuses. It also has a usable fire selector for semi/full-auto functionality.&lt;br /&gt;
[[File:F90.jpg|thumb|none|400px|Thales F90/EF88 - 5.56x45mm]]&lt;br /&gt;
[[File:Squad EF88 (1).jpg|thumb|none|600px|A fairly basic EF88C setup in Sumari.]]&lt;br /&gt;
[[File:Squad EF88 (2).jpg|thumb|none|600px|The view through the KAC flip sights.]]&lt;br /&gt;
[[File:Squad EF88 (3).jpg|thumb|none|600px|Looking at the EF88's right side, showing off the serialized bolt.]]&lt;br /&gt;
[[File:Squad EF88 (4).jpg|thumb|none|600px|The Aussie inspects his magazine during the reload.]]&lt;br /&gt;
[[File:Squad EF88 (5).jpg|thumb|none|600px|A rifle-length EF88 equipped with the holographic sight.]]&lt;br /&gt;
[[File:Squad EF88 (6).jpg|thumb|none|600px|Aiming with the standard EOTech reticle.]]&lt;br /&gt;
[[File:Squad EF88 (7).jpg|thumb|none|600px|Getting a look at the very nicely detailed locked back bolt and magazine follower after the EF88 runs dry.]]&lt;br /&gt;
[[File:Squad EF88 (8).jpg|thumb|none|600px|Setting a new magazine...]]&lt;br /&gt;
[[File:Squad EF88 (9).jpg|thumb|none|600px|...and pushing in the AUG A3 style bolt release tab.]]&lt;br /&gt;
[[File:Squad EF88 (10).jpg|thumb|none|600px|The EF88 kitted out with a Specter scope and SL40.]]&lt;br /&gt;
[[File:Squad EF88 (11).jpg|thumb|none|600px|The ELCan's scope view.]]&lt;br /&gt;
&lt;br /&gt;
==F88 Austeyr==&lt;br /&gt;
The Chora RAAS v3 engagement includes somewhat more historic loadouts for the ADF - namely, all the EF-88 variants are replaced with classic [[F88 Austeyr]] rifles, complete with the classic A1 scopes. As with the EF-88, these have usable fire selectors, which is actually technically accurate for the F88 as the Australians outfitted it with a modified selector that can block the two-stage trigger's full travel without engaging the auto sear.&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|400px|F88 Austeyr - 5.56x45mm]]&lt;br /&gt;
[[File:Squad F88 (1).jpg|thumb|none|600px|The groovy 70s F88 out on Chora.]]&lt;br /&gt;
[[File:Squad F88 (2).jpg|thumb|none|600px|Aiming at the sky with the iconic donut-within-crosshair reticule of the A1 scope.]]&lt;br /&gt;
[[File:Squad F88 (3).jpg|thumb|none|600px|Unlike the newer EF88 above, the Austeyr's bolt doesn't lock back when empty. Some older disruptive Auscam sleeves would complete the old school look.]]&lt;br /&gt;
[[File:Squad F88 (4).jpg|thumb|none|600px|Pulling up a new waffle mag.]]&lt;br /&gt;
[[File:Squad F88 (5).jpg|thumb|none|600px|Sliding it in with some clipping of the right sleeve.]]&lt;br /&gt;
[[File:Squad F88 (6).jpg|thumb|none|600px|And giving the F88's charging handle a yank to rechamber it.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
===Heckler &amp;amp; Koch M27 IAR===&lt;br /&gt;
Introduced with the USMC as part of the V3.0 update, the [[Heckler &amp;amp; Koch M27 IAR]] is issued to the Marine automatic riflemen subclass and is available to squad leader roles. All versions are equipped with Harris bipods, and the automatic rifleman has the ACOG SDO scope.&lt;br /&gt;
[[File:H&amp;amp;K M27 IAR.jpg|thumb|none|400px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:H&amp;amp;K-M27-IAR-USMC.jpg|thumb|none|400px|Heckler &amp;amp; Koch M27 IAR with bipod, vertical foregrip, and Trijicon SU-258/PVQ Squad Day Optic - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Squad M27 IAR (1).jpg|thumb|none|600px|On the flight deck of the USS Essex for some at-sea qualifications with the M27 IAR.]]&lt;br /&gt;
[[File:Squad M27 IAR (2).jpg|thumb|none|600px|Aiming with the KAC BUIS.]]&lt;br /&gt;
[[File:Squad M27 IAR (3).jpg|thumb|none|600px|Deploying the bipod legs atop a crate.]]&lt;br /&gt;
[[File:Squad M27 IAR (4).jpg|thumb|none|600px|Reloading the deployed M27 IAR.]]&lt;br /&gt;
[[File:Squad M27 IAR (5).jpg|thumb|none|600px|Chambering the IAR with a civilized thumbing-of-the-bolt release.]]&lt;br /&gt;
[[File:Squad M27 IAR (6).jpg|thumb|none|600px|The right side of the ACOG-equipped IAR - it has the red illuminator band covered in blue 100-MPH tape, a neat detail. Oddly, none of the variants come with the vertical grip.]]&lt;br /&gt;
[[File:Squad M27 IAR (7).jpg|thumb|none|600px|The reticle of the SU-258 SDO.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M38 SDMR===&lt;br /&gt;
The M38 SDMR the primary rifle used by the USMC Marskman roles. It features a Leupold Mark 4 MR/T scope similar the M110 SASS and has a bipod, but lacks the KAC QDSS-NT4 suppressor. It also is locked to semi-auto despite being the same base 416 rifle as the M27 IAR.&lt;br /&gt;
&lt;br /&gt;
[[File:M38-SDMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch M38 SDMR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Squad M38 SDMR (1).jpg|thumb|none|600px|Looking at the M38 SDMR while shipboard.]]&lt;br /&gt;
[[File:Squad M38 SDMR (2).jpg|thumb|none|600px|The view through the Leupold scope.]]&lt;br /&gt;
[[File:Squad M38 SDMR (3.jpg|thumb|none|602px|The right side of the SDMR.]]&lt;br /&gt;
[[File:Squad M38 SDMR (4).jpg|thumb|none|600px|Reloading the M38. Note that the selector is on the Auto position, despite being locked to semi-auto in game.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a [[Squad#GP-25|GP-25]] mounted.&lt;br /&gt;
[[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]]&lt;br /&gt;
[[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights - the AK-74-type sights zero up to 1000m.]]&lt;br /&gt;
[[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]]&lt;br /&gt;
[[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]]&lt;br /&gt;
[[file:Squad ak74 reload2.jpg|thumb|none|600px|...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.]]&lt;br /&gt;
[[file:Squad ak74 safety.jpg|thumb|none|600px|Engaging the safety.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the [[Squad#AKMS|AKMS]], it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74 hold.jpg|thumb|none|600px|The AKS-74 in first person - one may faintly make out the lack of a wooden stock.]]&lt;br /&gt;
[[file:Squad aks74 reload.jpg|thumb|none|600px|Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74N==&lt;br /&gt;
The [[AKS-74|AKS-74N]] is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.&lt;br /&gt;
[[File:AKS-74 1P29.jpg|thumb|none|400px|AKS-74N with 1P29 - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]]&lt;br /&gt;
[[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the available to all Russian Ground Forces classes except the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a [[Squad#GP-25|GP-25]] mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the [[Squad#RPK-74M|RPK-74M]]. &lt;br /&gt;
&lt;br /&gt;
Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.&lt;br /&gt;
[[file:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[file:Squad ak74m hold.jpg|thumb|none|600px|The AK-74M in first person - note the grip of the left hand on the magazine.]]&lt;br /&gt;
[[file:Squad ak74m aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad ak74m reload.jpg|thumb|none|600px|Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.]]&lt;br /&gt;
[[file:Squad ak74m 1p63 hold.jpg|thumb|none|600px|The AK-74M, with 1P63 Obzor mounted, in first person.]]&lt;br /&gt;
[[file:Squad ak74m 1p63 aim.jpg|thumb|none|600px|Aiming with the 1P63 Obzor.]]&lt;br /&gt;
[[file:Squad ak74m 1p78 hold.jpg|thumb|none|600px|The AK-74M, with 1P78-1 Kashtan mounted, in first person.]]&lt;br /&gt;
[[file:Squad ak74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-1 Kashtan.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U== &lt;br /&gt;
The [[AKS-74U]] is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines. 45-round RPK magazines are available to some roles.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]]&lt;br /&gt;
[[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights - the only two zeroing options are 100m and 400m.]]&lt;br /&gt;
[[file:Squad AKS-74U (1).jpg|thumb|none|600px|A Militant reloading the Krinkov with a new 45-rounder in hand.]]&lt;br /&gt;
[[file:Squad AKS-74U (2).jpg|thumb|none|600px|The new &amp;quot;Iraqi&amp;quot; empty reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKM== &lt;br /&gt;
The [[AKM]] is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a [[Squad#GP-25|GP-25]] mounted.&lt;br /&gt;
[[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]]&lt;br /&gt;
[[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights - the AKM-type sights only zero up to 800m.]]&lt;br /&gt;
[[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]]&lt;br /&gt;
[[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Squad AKM (1).jpg|thumb|none|600px|As of V4.3, all the Militia and Insurgents reload their AKs in a tacticool style, and perform empty reloads &amp;quot;Iraqi&amp;quot; style.]]&lt;br /&gt;
[[File:Squad AKM Drum.jpg|thumb|none|600px|The Cell Leader has also had access to a Molot drum magazine as of some updates.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the [[Squad#AKS-74|AKS-74]], it was originally planned to be a random spawn for fighters using the AKM.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[file:Squad akms hold.jpg|thumb|none|600px|The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.]]&lt;br /&gt;
[[file:Squad akms vault.jpg|thumb|none|600px|Vaulting with the AKMS - part of the folding stock is revealed.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
As of the V5.0 Update, the VDV sub-faction of the Russian Armed Forces is equipped with the 2017/2018 spec Kalashnikov Concern [[AK-12]]. Airborne grunts get a bog standard version with no attachments, and other roles mix between vertical grips, 1P78 scopes, 1P87 Valday holographic sights, and it has grenadier versions with the GP-25.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|400px|AK-12, 2018 version - 5.45x39mm.]]&lt;br /&gt;
[[File:Squad AK-12 (1).jpg|thumb|none|600px|Drawing the AK-12 with a disengagement of the safety, careful to not overset it past the semi-auto setting...]]&lt;br /&gt;
[[File:Squad AK-12 (2).jpg|thumb|none|600px|A VDV trooper holding the AK-12 while doing his level best to keep his BTR-D from getting stolen.]]&lt;br /&gt;
[[File:Squad AK-12 (3).jpg|thumb|none|600px|Iron sights of the AK-12. These dial out to 800m.]]&lt;br /&gt;
[[File:Squad AK-12 (4).jpg|thumb|none|600px|And the sight picture of the 1P87.]]&lt;br /&gt;
[[File:Squad AK-12 (5).jpg|thumb|none|600px|Reloading the AK-12, the trooper here regrets not spending his own kopeks on a Holosun...]]&lt;br /&gt;
[[File:Squad AK-12 (6).jpg|thumb|none|600px|Strong-arming the bolt on an AK-12 equipped with the Kashtan scope and vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
Also part of V5.0, the VDV has a Scout role that is unusually issued with the [[AS Val]], including an OKP-7 reflex sight.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|400px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Squad AS Val (1).jpg|thumb|none|600px|The AS Val draws just like the AKs, with the safety notched off.]]&lt;br /&gt;
[[File:Squad AS Val (2).jpg|thumb|none|600px|A professional VDV soldier with the AS Val at the hip.]]&lt;br /&gt;
[[File:Squad AS Val (3).jpg|thumb|none|600px|Aiming with the OKP's distinct green reticle. While it's an iconic pairing, the OKP-7's open design is fairly exposed to the elements and not considered very hardy.]]&lt;br /&gt;
[[File:Squad AS Val (4).jpg|thumb|none|600px|Removing an empty magazine.]]&lt;br /&gt;
[[File:Squad AS Val (5).jpg|thumb|none|600px|Bringing out a new one, giving a clear view of the cartridges.]]&lt;br /&gt;
[[File:Squad AS Val (6).jpg|thumb|none|600px|And setting it in.]]&lt;br /&gt;
[[File:Squad AS Val (7).jpg|thumb|none|600px|With the Val, the operator underhands the bolt akin to the Insurgents and Irregular forces.]]&lt;br /&gt;
&lt;br /&gt;
==PM md. 63== &lt;br /&gt;
The [[AK-47#AIM/AIMS|PM.md.63 (AIM)]] is available to the Insurgent cell leader and feeds from 30-round box magazines.&lt;br /&gt;
[[file:Aimrifle.jpg|thumb|none|400px|PM md. 63 - 7.62x39mm]]&lt;br /&gt;
[[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]]&lt;br /&gt;
[[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - with the &amp;quot;donkey dong&amp;quot; foregrip in the way, the insurgent inserts the magazine at an angle...]]&lt;br /&gt;
[[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]]&lt;br /&gt;
&lt;br /&gt;
==AMD-65== &lt;br /&gt;
The [[AMD-65]] is available to the Insurgent medic, and feeds from 30-round box magazines.&lt;br /&gt;
[[file:AMD-65 wood.jpg|thumb|none|400px|AMD-65 with wood furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Squad amd65 hold.jpg|thumb|none|600px|The AMD-65 in first person.]]&lt;br /&gt;
[[file:Squad amd65 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad amd65 reload1.jpg|thumb|none|600px|Reloading the AMD-65 - it has a similar animation to the [[Squad#PM md. 63|md. 63]].]]&lt;br /&gt;
&lt;br /&gt;
==SKS== &lt;br /&gt;
The [[SKS]] is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS also features a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.&lt;br /&gt;
&lt;br /&gt;
Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in ''Squad'' can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.&lt;br /&gt;
&lt;br /&gt;
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again. This was changed in the V2.0 update; the partial reload animation now shows the user manually holding the bolt back with his left hand and loading single rounds into the magazine in a much more mechanically correct way - though the +1 in the chamber still incorrectly occurs. &lt;br /&gt;
[[file:Simonov-Russian-SKS45.jpg|thumb|none|400px|SKS - 7.62x39mm]]&lt;br /&gt;
[[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]]&lt;br /&gt;
[[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]]&lt;br /&gt;
[[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.]]&lt;br /&gt;
[[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - note that the magazine was already full.]]&lt;br /&gt;
[[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.]]&lt;br /&gt;
[[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, despite holding the same number of rounds from earlier.]]&lt;br /&gt;
[[file:Squad SKS PU Hold.jpg|thumb|none|600px|The SKS, with PU mounted, in first person.]]&lt;br /&gt;
[[file:Squad SKS PU Aim.jpg|thumb|none|600px|Aiming with the PU.]]&lt;br /&gt;
[[file:Squad SKS PU Reload.jpg|thumb|none|600px|Reloading the SKS to get a nice view of the PU - note that the PU seems to be pasted onto the receiver; in the real SKS, the stock has to be partially cut to make room for the scope mount.]]&lt;br /&gt;
[[File:Squad SKS (1).jpg|thumb|none|600px|The V2.0 new non-empty reload animation with individual rounds - which would probably be extremely uncomfortable for the Insurgent's left fingers.]]&lt;br /&gt;
[[File:Squad SKS (2).jpg|thumb|none|600px|The bolt does stick open though, so the user pops it forward underhanded.]]&lt;br /&gt;
[[File:Squad SKS (3).jpg|thumb|none|600px|Unfolding the sword-style bayonet.]]&lt;br /&gt;
[[File:Squad SKS (4).jpg|thumb|none|600px|The SKS in melee-mode.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
Added in V2.0, the classic [[Mosin_Nagant_Rifle|Mosin Nagant M91/30]] enters the arsenals of the Insurgents in three specific variants. The classic full-length M91/30 appears as an optional kit for the Fighter class. It reloads from empty with a five-round stripper clip and can be topped off with loose rounds, although as with the V2.0 SKS reload revision, this allows for an incorrect +1 in the chamber which is not possible with Mosin rifles.&lt;br /&gt;
[[file:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 rifle - 7.62x54mmR]]&lt;br /&gt;
[[file:SquadM9130.jpg|thumb|none|600px|Taking a trip to the short range with an old classic, the M91/30.]]&lt;br /&gt;
[[file:SquadM9130Irons.jpg|thumb|none|600px|Looking down the sights reveals the classic rear notch and globe of the M91/30.]]&lt;br /&gt;
[[file:SquadM9130Recoil.jpg|thumb|none|600px|And firing the Mosin removes that entirely. And this is just on the full-length &amp;quot;Nugget&amp;quot;. It only gets punchier from here.]]&lt;br /&gt;
[[file:SquadM9130Reload1.jpg|thumb|none|600px|And the reload, crack open the bolt.]]&lt;br /&gt;
[[file:SquadM9130Reload2.jpg|thumb|none|600px|Stuff in five rounds of 7.62x54R, praise the /k/ube and continue on.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin-Nagant M38 Carbine===&lt;br /&gt;
The shorter [[Mosin Nagant Model 1938 Carbine]] appears as the new main arm of the Sapper class.&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|400px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[file:SquadM38.jpg|thumb|none|600px|The 91/30's tinier little brother gets taken out for a spin.]]&lt;br /&gt;
[[file:SquadM38Irons.jpg|thumb|none|600px|The sights look similar, albeit obviously closer together.]]&lt;br /&gt;
[[file:SquadM38Cycling.jpg|thumb|none|600px|But everything else operates the same. A nice touch with the Mosins in Squad is the lack of a &amp;quot;hold open&amp;quot; once the gun is empty. The character will just cycle the gun straight to empty without a second thought.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30 Sniper Rifle===&lt;br /&gt;
Along side the other Mosin variants, the [[Mosin Nagant Rifle|Mosin Nagant M91/30 rifle]] fitted with a PU scope is added to the Insurgents' new Sniper class.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper variant with Russian PU scope and down-turned bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[file:SquadM9130PUSafety.jpg|thumb|none|600px|And the one we've all been waiting for. Time to show off the Mosin's draw animation, and like Project Reality, this game remembers the Mosin's safety notch.]]&lt;br /&gt;
[[file:SquadM9130PU.jpg|thumb|none|600px|The 91/30 with a PU in all its glory. It's not Stalingrad, but it'll do.]]&lt;br /&gt;
[[file:SquadM9130PUScope.jpg|thumb|none|600px|Looking down the scope reveals a similar view to RS2 and the earlier mentioned SKS, a high set of a post and wing. Vintage in comparison to the other faction's more modern snipers but...]]&lt;br /&gt;
[[file:SquadM9130PUScope2.jpg|thumb|none|600px|Still just as effective in the right hands.]]&lt;br /&gt;
[[file:SquadM9130PUReload.jpg|thumb|none|600px|After 5 shots at long-ish range, the M91/30 gets fed its regular diet of 7.62x54R spoon fed into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3== &lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] is available to the Insurgent fighter as a limited kit, feeding from 20 round magazines and being equipped with slim line handguards. The G3A3 is also the standard issue rifle of the MEA, who have both the standard iron sight only version as well as the option for a Hensoldt ZF-1 scope or a Zeiss Z-Point red dot. There's also the option for a G3A3 equipped with an HK79 grenade launcher for the MEA Grenadier.&lt;br /&gt;
&lt;br /&gt;
Rather bizarrely, the G3A3 also serves as the MEA's Automatic Rifle. Known as the &amp;quot;G3A3 + Drum Mag&amp;quot;, this version uses the wide handguards and equips a bipod as well as X-Product 50 round drum mags, fittingly loaded with tracers as part of this battle rifle's transformation into a lightweight support weapon.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with &amp;quot;slimline&amp;quot; handguard - 7.62x51mm]]&lt;br /&gt;
[[file:Squad g3a3 hold.jpg|thumb|none|600px|The G3A3 in first person.]]&lt;br /&gt;
[[file:Squad_g3_sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad g3a3 reload1.jpg|thumb|none|600px|Reloading the G3A3 - the fighter pulls the charging handle back to lock it...]]&lt;br /&gt;
[[file:Squad_g3_magazine.jpg|thumb|none|600px|...inserts a fresh magazine after the obligatory magazine check...]]&lt;br /&gt;
[[file:Squad_g3_slap.jpg|thumb|none|600px|...and ends it with the classic HK slap.]]&lt;br /&gt;
[[File:SquadG3ZPoint.jpg|thumb|none|600px|Out to the killhouse, we go with the MEA's special Z-Point variant of the G3A3.]]&lt;br /&gt;
[[File:SquadG3ZPointAiming.jpg|thumb|none|600px|Working on some room clearing, we get a good look of the Z-Point dot.]]&lt;br /&gt;
[[file:SquadG3ZPointReload.jpg|thumb|none|600px|But the reload?]]&lt;br /&gt;
[[file:SquadG3ZPointReload2.jpg|thumb|none|600px|Exactly the same, and just as satisfying.]]&lt;br /&gt;
[[File:G3a3zf.jpg|thumb|none|500px|G3A3ZF with Hensoldt 4x24 optical sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3ZF1.jpg|thumb|none|600px|The other neat variant of the G3A3 added was the ZF-1 equipped version. A vintage magnified option for sure, but fun nonetheless.]]&lt;br /&gt;
[[File:SquadG3ZF1Aiming.jpg|thumb|none|600px|A look down the glass of the ZF-1, very clear for 60's vintage glass isn't it?]]&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3LMG.jpg|thumb|none|600px|And the most weird version of the G3 added in V1.0, and that's saying something with the HK-51 was included. The G3 &amp;quot;LMG&amp;quot;.]]&lt;br /&gt;
[[File:SquadG3LMGBipod.jpg|thumb|none|600px|The neat feature to this gun is the fitted bipod.]]&lt;br /&gt;
[[File:SquadG3LMGBees.jpg|thumb|none|600px|Well that and it being loaded with tracers.]]&lt;br /&gt;
[[File:SquadG3LMGReload.jpg|thumb|none|600px|It does get its own neat reload with a slightly less violent tug of the charging handle...]]&lt;br /&gt;
[[File:SquadG3LMGReload2.jpg|thumb|none|600px|And a swap of the drums. But no slap for you. You'll get enough of that with the rest of these reloads.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A4===&lt;br /&gt;
Originally added in the game as an optional rifle kit for the Insurgent Cell Leader, the [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A4]] returns with the addition of the MEA as the standard issue rifle for MEA Squad Leaders. It comes in the same three variants of the other MEA G3s, iron sight only/Zeiss Z-Point or ZF-1 scope but with the SL standard of running tracer rounds.&lt;br /&gt;
[[Image:G3A4.jpg|400px|thumb|none|Heckler &amp;amp; Koch G3A4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3A4.jpg|thumb|none|600px|The G3A4 in the field. The only noticeable difference is the wide &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
[[File:SquadG3A4Irons.jpg|thumb|none|600px|Beyond the collapsing stock, it's all effectively the same rifle.]]&lt;br /&gt;
[[File:SquadG3A4Reload.jpg|thumb|none|600px|Including the ever so satisfying SLAP.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3KA4===&lt;br /&gt;
The carbine of the MEA, the short [[Heckler &amp;amp; Koch G3KA4]] appears with the group's Light Anti-Tank and Combat Engineer classes, with the same options of optical/digital or iron sights.&lt;br /&gt;
[[Image:G3KA4.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3KA4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3KA4.jpg|thumb|none|600px|Out in somewhere that's not the normal desert range, we get the KA4. Can you tell the barrel is shorter?]]&lt;br /&gt;
[[File:SquadG3KA4Irons.jpg|thumb|none|600px|I mean it's exactly what you'd expect.]]&lt;br /&gt;
[[File:SquadG3KA4Reload.jpg|thumb|none|600px|It works...]]&lt;br /&gt;
[[File:SquadG3KA4Reload2.jpg|thumb|none|600px|Exactly as you'd expect. Slap included.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3SG/1===&lt;br /&gt;
MEA Marksman are issued the [[Heckler &amp;amp; Koch G3SG/1]] as a sniper rifle. It is limited to semi-automatic fire only.&lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadG3SG1.jpg|thumb|none|600px|Back in the guard tower, we see the G3/SG1. The slightly sleeker of the many G3 variants.]]&lt;br /&gt;
[[File:SquadG3SG1Irons.jpg|thumb|none|600px|Looking down the scope, we get a very simple reticle. A cross hair with a central red dot.]]&lt;br /&gt;
[[File:SquadG3SG1Irons2.jpg|thumb|none|600px|And that reticle is a very nice inclusion all things considered.]]&lt;br /&gt;
[[File:SquadG3SG1Reload.jpg|thumb|none|600px|The reload is what you'd expect. But...]]&lt;br /&gt;
[[File:SquadG3SG1Bipod.jpg|thumb|none|600px|What about the bipod reload?]]&lt;br /&gt;
[[File:SquadG3SG1BipodReload.jpg|thumb|none|600px|HA! ITS JUST THE G3A3 LMG'S RELOAD!]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The last of the G3s on offer for the MEA, the shortie [[Heckler &amp;amp; Koch G3|HK51]] appears as the compact carbine of the MEA. Given its short length, it only comes with iron sights or the Z-Point, and only for the Pilot, Lead Crewman and Heavy Anti-Tank Classes.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:SquadHK51.jpg|thumb|none|600px|After so many flavors of G3. We get to the one you want to see. The TINY one.]]&lt;br /&gt;
[[File:SquadHK51Irons.jpg|thumb|none|600px|The sights, just a little too close for comfort.]]&lt;br /&gt;
[[File:SquadHK51Recoil.jpg|thumb|none|600px|And if you want, you can flick it to full auto, mag dump all 20 rounds and rattle your fillings loose.]]&lt;br /&gt;
[[File:SquadHK51Reload.jpg|thumb|none|600px|And the rest is...]]&lt;br /&gt;
[[File:SquadHK51Reload2.jpg|thumb|none|600px|Exactly what you expect.]]&lt;br /&gt;
&lt;br /&gt;
==StG 58==&lt;br /&gt;
The [[FN FAL|StG 58]] is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.&lt;br /&gt;
[[File:StG 58.jpg|thumb|none|400px|StG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Squad StG58 Hold.jpg|thumb|none|600px|The FN FAL in first person.]]&lt;br /&gt;
[[file:Squad StG58 Aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad StG58 Reload1.jpg|thumb|none|600px|Reloading the FN FAL - the insurgent inspects the chamber...]]&lt;br /&gt;
[[file:Squad StG58 Reload2.jpg|thumb|none|600px|...rocks a fresh magazine in... - note the iconic muzzle device.]]&lt;br /&gt;
[[file:Squad StG58 Reload3.jpg|thumb|none|600px|...and ends it by pulling the charging handle when he could have easily gone for the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
[[QBZ-95-1]] rifles are the standard service rifle for the PLA with the V4.0 Update, and the PLA Navy Marine Corps in V5.0.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|400px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Squad QBZ-95 (1).jpg|thumb|none|600px|Flicking the safety off the QBZ-95-1 rifle during a stroll through the red house neighborhood.]]&lt;br /&gt;
[[File:Squad QBZ-95 (2).jpg|thumb|none|600px|Inspecting the QBZ-95-1. It's held with an almost C-clamp style grip.]]&lt;br /&gt;
[[File:Squad QBZ-95 (3).jpg|thumb|none|600px|The QBZ's fairly straightforward ghost-ring-and-hooded sights.]]&lt;br /&gt;
[[File:Squad QBZ-95 (4).jpg|thumb|none|600px|Rocking in another 5.8mm waffled mag while empty - the bolt is locked back.]]&lt;br /&gt;
[[File:Squad QBZ-95 (5).jpg|thumb|none|600px|Releasing the charging handle to send it and the bolt along their way.]]&lt;br /&gt;
[[File:Squad QBZ-95 (6).jpg|thumb|none|600px|A PLA soldier with the holo-sighted QBZ under a stormy Pacific night.]]&lt;br /&gt;
[[File:Squad QBZ-95 (7).jpg|thumb|none|600px|Aiming upon the heavens with the backwards not-EOTech.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1===&lt;br /&gt;
The [[QBZ-95-1|QBZ-95B-1]] carbine is issued to China's HAT, Engineer, and vehicle crew kits. &lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|400px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Squad QBZ-95B-1 (1).jpg|thumb|none|600px|Right side of the QBZ-95B-1 carbine.]]&lt;br /&gt;
[[File:Squad QBZ-95B-1 (2).jpg|thumb|none|600px|Inspecting the magazine and its 5.8x42mm rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns= &lt;br /&gt;
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.&lt;br /&gt;
&lt;br /&gt;
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.&lt;br /&gt;
&lt;br /&gt;
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.&lt;br /&gt;
&lt;br /&gt;
==M249 SAW== &lt;br /&gt;
The [[FN Minimi#M249|M249 SAW]] is featured in ''Squad'' disguised as the &amp;quot;Minimi,&amp;quot; for the Milita. It is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the [[Squad#RPK-74|RPK-74]].&lt;br /&gt;
&lt;br /&gt;
An RFI updated M249 is included with the USMC faction with the V3.0 update. It uses the Trijicon SDO scope.&lt;br /&gt;
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 SAW in first person - note the rail-less feed cover and missing heatshield.]]&lt;br /&gt;
[[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods - note the long barrel and the distinct handguard that gives it away.]]&lt;br /&gt;
[[file:08 squad m249 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...]] &lt;br /&gt;
[[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]]&lt;br /&gt;
[[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]]&lt;br /&gt;
[[file:Squad m249 reload3.jpg|thumb|none|600px|...loads a new belt onto the feed tray...]]&lt;br /&gt;
[[file:Squad m249 reload4.jpg|thumb|none|600px|...and closes the feed cover when done.]]&lt;br /&gt;
[[File:Squad M249 USMC (1).jpg|thumb|none|600px|A Marine SAW gunner inspects the right side of his M249 in Iraq.]]&lt;br /&gt;
[[File:Squad M249 USMC (2).jpg|thumb|none|600px|The M249, deployed.]]&lt;br /&gt;
[[File:Squad M249 USMC (3).jpg|thumb|none|600px|Looking through the scope, akin to the same ACOG used on the M27 IAR.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
The [[FN Minimi#M249|M249 Paratrooper]] appears in ''Squad'' as the &amp;quot;M249 PIP&amp;quot;. It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Rapid Fielding Initiative (RFI). The PIP in its in-game designation likely comes from the M249 Product Improvement Program, the contents of which are are commonly confused with those of the RFI. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former and having no M67s.&lt;br /&gt;
[[file:M249 Para ACOG.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm NATO]] &lt;br /&gt;
[[file:Squad m249 para hold.jpg|thumb|none|600px|The M249 Paratrooper in first person.]]&lt;br /&gt;
[[file:Squad m249 para deploy.jpg|thumb|none|600px|Deploying the M249 Paratrooper - note the different railed handguard and short barrel.]] &lt;br /&gt;
[[file:Squad m249 para aim.jpg|thumb|none|600px|Aiming with the M68 CCO.]]&lt;br /&gt;
[[file:Squad m249 para reload.jpg|thumb|none|600px|Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag]]&lt;br /&gt;
[[file:Squad m249 para scope.jpg|thumb|none|600px|The M249 Paratrooper, with M145 MGO mounted, in first person.]]&lt;br /&gt;
[[file:Squad m249 para scope aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]&lt;br /&gt;
&lt;br /&gt;
==L110A2==&lt;br /&gt;
The [[FN Minimi|L110A2]], an FN Minimi Para variant with an L85-style dovetail rail, appears in ''Squad'' as the &amp;quot;L110A2 Minimi&amp;quot;. It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the [[Squad#M249 Paratrooper|M249 Paratrooper]]. The automatic rifleman has the choice between iron sights or a SUSAT optic. &lt;br /&gt;
&lt;br /&gt;
At release, the in-game L110A2 is in fact a basic FN Minimi Para with Picatinny rails and original rear sight instead of the L110's unique rear sight. These issues have been fixed in an update, and the in-game L110A2 now more closely resembles the proper British military variant.&lt;br /&gt;
&lt;br /&gt;
[[file:British L110A2.jpg|thumb|none|400px|Actual L110A2, for comparison - 5.56x45mm NATO]] &lt;br /&gt;
[[File:Squad L110A2 (1).jpg|thumb|none|600px|Standing next to an Estonian petrol station with the update L110A2 LMG.]]&lt;br /&gt;
[[File:Squad L110A2 (2).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Squad L110A2 (3).jpg|thumb|none|600px|The right side of the updated SUSAT variant - it shares rollmarks with the American M249.]]&lt;br /&gt;
[[file:MinimiPara.jpg|thumb|none|400px|FN Minimi Para - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad l110a2 hold.jpg|thumb|none|600px|The original L110A2, or an FN Minimi Para, in first person.]]&lt;br /&gt;
[[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] &lt;br /&gt;
[[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the original incorrect iron sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]]&lt;br /&gt;
[[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para - it shares the same reload pattern as the [[Squad#M249 SAW|M249 SAW]] and [[Squad#M249 Paratrooper|M249 Paratrooper]].]]&lt;br /&gt;
[[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]]&lt;br /&gt;
[[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.]]&lt;br /&gt;
&lt;br /&gt;
==C9A2==&lt;br /&gt;
The [[FN_Minimi#C9_Light_Machine_Gun|C9A2 light machine gun]] is available to the Canadian Army automatic rifleman. It comes with an C79A2 optical sight mounted.&lt;br /&gt;
[[file:C9A2.jpg|thumb|none|400px|C9A2 light machine gun with C79A2 optical sight - 5.56x45mm]]&lt;br /&gt;
[[file:SquadC9.jpg|thumb|none|600px|At a local construction sight, we find the rarely seen Minimi variant, the C9A2. Note the correct C77 marked ammo box underneath.]]&lt;br /&gt;
[[file:SquadC9Scope.jpg|thumb|none|600px|Aiming down the tube reveals the same basic set-up as the earlier C7. Same post, same point, same hazy front sight that's out of focus.]]&lt;br /&gt;
[[file:SquadC9Reload1.jpg|thumb|none|600px|And like the other FN Minimi variants, the same reload. Open top cover, check the feed tray...]]&lt;br /&gt;
[[file:SquadC9Reload2.jpg|thumb|none|600px|Swap box, fit and feed belt, slap down top cover, continue forward.]]&lt;br /&gt;
[[File:Squad C9A2 (1).jpg|thumb|none|600px|Right side of the C9, showing that it has a different receiver texture. Note the classic Diemaco green CAR stock and AN/PEQ-2 designator.]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi F89==&lt;br /&gt;
As part of the V2.15 update, the [[FN Minimi]] is issued to the ADF Automatic Rifleman as the '''F89 Minimi'''. It mounts the EOTech 552 holographic sight.&lt;br /&gt;
[[File:Minimi Standard 5.56 (2012).jpg|thumb|none|400px|FN Minimi Standard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Squad F89 Minimi (1).jpg|thumb|none|600px|An Aussie looks over his F89 LMG. It appears to also have US rollmarks, and the 552 sight is cleverly marked as an &amp;quot;EchoTech.&amp;quot;]]&lt;br /&gt;
[[File:Squad F89 Minimi (2).jpg|thumb|none|600px|Aiming through said &amp;quot;EchoTech.&amp;quot;]]&lt;br /&gt;
[[File:Squad F89 Minimi (3).jpg|thumb|none|600px|Opening up the F89's top cover on a reload.]]&lt;br /&gt;
[[File:Squad F89 Minimi (4).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:Squad F89 Minimi (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
&lt;br /&gt;
==L86A2 LSW==&lt;br /&gt;
The [[L86A2|L86A2 LSW]] is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the [[Squad#L129A1 Sharpshooter|L129A1]].&lt;br /&gt;
[[Image:L86A2.jpg|thumb|none|400px|L86A2 LSW - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Squad l86a2 hold.jpg|thumb|none|600px|The L86A2 LSW in first person.]]&lt;br /&gt;
[[file:Squad l86a2 aim.jpg|thumb|none|600px|Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.]]&lt;br /&gt;
[[file:Squad l86a2 reload.jpg|thumb|none|600px|Reloading the L86A2 - the animation is similar to that of the [[Squad#Enfield SA80A2|L85A2]].]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter. &lt;br /&gt;
[[Image:RPK right side.jpg|thumb|none|400px|RPK with cleaning rod removed, folded bipod and 40-round magazine - 7.62x39mm]]&lt;br /&gt;
[[file:Squad rpk 40 hold.jpg|thumb|none|600px|The RPK in first person.]]&lt;br /&gt;
[[file:Squad rpk 40 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad rpk 40 reload1.jpg|thumb|none|600px|Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...]]&lt;br /&gt;
[[file:Squad rpk 40 charge.jpg|thumb|none|600px|...and pulls the charging handle.]]&lt;br /&gt;
[[file:Squad rpk 40 reload2.jpg|thumb|none|600px|Reloading the RPK while undeployed - the animation is similar to that of the [[Squad#AKM|AKM]].]]&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|400px|RPK with 75-round drum - 7.62x39mm]]&lt;br /&gt;
[[file:Squad rpk 75 hold.jpg|thumb|none|600px|The RPK, with a 75-round drum, in first person.]]&lt;br /&gt;
[[file:Squad rpk 75 reload.jpg|thumb|none|600px|Reloading the RPK while deployed.]]&lt;br /&gt;
[[file:Squad rpk 75 reload2.jpg|thumb|none|600px|Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is one of two light machine guns available to the Militia automatic rifleman, the other being the [[Squad#M249 SAW|M249 SAW]]. It feeds from 45-round box magazines, and unlocks earlier than the [[Squad#M249 SAW|latter]].&lt;br /&gt;
[[file:Soviet_RPK-74.jpg|thumb|none|400px|RPK-74 with 45-round magazine - 5.45x39mm]]&lt;br /&gt;
[[file:Squad rpk74 hold.jpg|thumb|none|600px|The RPK-74 in first person.]]&lt;br /&gt;
[[file:Squad rpk74 aim.jpg|thumb|none|600px|&amp;quot;CURSE THE SUN&amp;quot; he screams, as he (somewhat pointlessly) threatens it with his RPK-74.]]&lt;br /&gt;
[[file:Squad rpk74 reload1.jpg|thumb|none|600px|Reloading the RPK-74 while deployed.]]&lt;br /&gt;
[[file:Squad rpk74 reload alt.jpg|thumb|none|600px|Reloading the RPK-74 while undeployed.]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74M==&lt;br /&gt;
The [[RPK-74M]] is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the [[Squad#RPK-74|RPK-74]]. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the [[Squad#AK-74M|AK-74M]] above, the player holds the weapon by the magazine rather than by the handguard.&lt;br /&gt;
[[file:Rpk74m.jpg|thumb|none|400px|RPK-74M with 45-round magazine - 5.45x39mm]]&lt;br /&gt;
[[file:Squad rpk74m hold.jpg|thumb|none|600px|The RPK-74M in first person - note the grip of the left hand on the magazine.]]&lt;br /&gt;
[[file:Squad rpk74m aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]]&lt;br /&gt;
[[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]]&lt;br /&gt;
[[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is calibrated for the RPK-74M after all.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
Added in V2.0, the [[RPD|RPD light machine gun]] appears as a replacement for the RPK in the Fire Support role Automatic Rifleman class.&lt;br /&gt;
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]&lt;br /&gt;
[[file:SquadRPD.jpg|thumb|none|600px|The RPD in-game. Like the heavier machine guns, it's carried at a low ready-ish position.]]&lt;br /&gt;
[[file:SquadRPDIrons.jpg|thumb|none|600px|Aiming down the sights, adjustable all the way to 1000 meters.]]&lt;br /&gt;
[[file:SquadRPDReload1.jpg|thumb|none|600px|After dumping 100 rounds of 7.62x39 with reckless abandon, reloading begins by cracking open the top cover and running the bolt.]]&lt;br /&gt;
[[file:SquadRPDReload2.jpg|thumb|none|600px|Before swapping the drums. A nice touch, the tab that holds the drums in place is actuated when the drum is swapped.]]&lt;br /&gt;
[[file:SquadRPDReload3.jpg|thumb|none|600px|With the drums swapped, the belt is finally fed into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] is issued to regular PLA Automatic Riflemen kits.&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|400px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Squad QJB-95 (1).jpg|thumb|none|600px|A Chinese Automatic Rifleman with the YMA-scoped QJB-95-1 out in the not-Gobi desert.]]&lt;br /&gt;
[[File:Squad QJB-95 (2).jpg|thumb|none|600px|The YMA's reticle.]]&lt;br /&gt;
[[File:Squad QJB-95 (3).jpg|thumb|none|600px|Inspecting the 75-round drum mag.]]&lt;br /&gt;
[[File:Squad QJB-95 (4).jpg|thumb|none|600px|Locking one in on the reload. Note that it manages to lock the bolt back.]]&lt;br /&gt;
[[File:Squad QJB-95 (5).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:Squad QJB-95 (6).jpg|thumb|none|600px|The QJB-95-1 deployed on a HESCO sand crate.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
In addition, the [[QJY-88]] is used by the PLA's Machinegunner role. &lt;br /&gt;
[[File:Type88gpmg1.jpg|thumb|400px|none|QJY-88 with scope, ammo box, and tripod - 5.8x42mm]]&lt;br /&gt;
[[File:Squad QJY-88 (1).jpg|thumb|none|600px|A Chinese support gunner with the QJY-88 held in the low ready.]]&lt;br /&gt;
[[File:Squad QJY-88 (2).jpg|thumb|none|600px|Deploying the MG upon a wood crate.]]&lt;br /&gt;
[[File:Squad QJY-88 (3).jpg|thumb|none|600px|The view through the offset optic.]]&lt;br /&gt;
[[File:Squad QJY-88 (4).jpg|thumb|none|600px|Changing out the QJY's 200-round belt boxes.]]&lt;br /&gt;
[[File:Squad QJY-88 (5).jpg|thumb|none|600px|Snaking in a new belt.]]&lt;br /&gt;
[[File:Squad QJY-88 (6).jpg|thumb|none|600px|Then right-handing the top cover down.]]&lt;br /&gt;
[[File:Squad QJY-88 (7).jpg|thumb|none|600px|Working the RPD-like charging handle; here it is pressed back up at the end.]]&lt;br /&gt;
&lt;br /&gt;
=Medium Machine Guns=&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|400px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad m240b hold.jpg|thumb|none|600px|The M240B in first person.]]&lt;br /&gt;
[[File:Squad m240b aim.jpg|thumb|none|600px|Aiming with the M145 MGO.]]&lt;br /&gt;
[[File:Squad m240b reload2.jpg|thumb|none|600px|Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...]]&lt;br /&gt;
[[File:Squad m240b reload3.jpg|thumb|none|600px|...attaches a new enchanted ammo bag with extra capacity...]]&lt;br /&gt;
[[File:Squad m240b reload4.jpg|thumb|none|600px|...closes the tray and loads the new belt on top...]]&lt;br /&gt;
[[File:Squad m240b reload6.jpg|thumb|none|600px|...and closes the feed cover at last.]]&lt;br /&gt;
&lt;br /&gt;
==M240G==&lt;br /&gt;
The V3.0 update introduced the [[M240G]] for the Marines. It is issued to the USMC machine gunner kit, and is mounted on most of the Marines' vehicles. It mounts a Trijicon TA11H-308 Machine Gun Optic. &lt;br /&gt;
[[File:Fn mag g.jpg|thumb|none|400px|USMC M240G - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad M240G (1).jpg|thumb|none|600px|The 240 Golf deployed up on a railroad depot.]]&lt;br /&gt;
[[File:Squad M240G (2).jpg|thumb|none|600px|Contrasting the SDO reticle against the overcast skies.]]&lt;br /&gt;
[[File:Squad M240G (3).jpg|thumb|none|600px|Idling reveals the right side of the M240G.]]&lt;br /&gt;
[[File:Squad M240G (4).jpg|thumb|none|600px|Reloads are identical to the other MAG variants.]]&lt;br /&gt;
&lt;br /&gt;
==FN MAG 58==&lt;br /&gt;
The [[FN MAG 58]] appears in ''Squad'' posing as the British [[L7 Machine Gun|L7A2 GPMG]] and as the Canadian [[FN MAG|C6 GPMG]] (appearing originally as the &amp;quot;C6A2,&amp;quot; now as the &amp;quot;C6 FLEX&amp;quot;). It is available to the British and Canadian machine gunners, and feeds from enchanted cloth ammo bags, similar to the [[Squad#M240B|M240B]] above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 or C6 does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.&lt;br /&gt;
It also appears for the Aussies as the ''Mag58'' and normally is only found on the Defence Force's vehicles, though it appears as a replacement for the Maximi on the Chora RAAS v3 map alongside the classic F88 Austeyr. &lt;br /&gt;
[[File:FNMAG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] &lt;br /&gt;
[[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]]&lt;br /&gt;
[[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.&amp;lt;!--Please help with terminology fixing--&amp;gt;]]&lt;br /&gt;
[[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - the animation is similar to that of the [[Squad#M240B|M240B]], just without the optic on top.]]&lt;br /&gt;
[[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]]&lt;br /&gt;
[[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]]&lt;br /&gt;
[[File:Squad C6 (1).jpg|thumb|none|600px|Hoisting up the C6 FLEX GPMG out around the &amp;quot;HASCO&amp;quot; defenses at the Basra airfield. Note the CADPAT green belt sack.]]&lt;br /&gt;
[[File:SquadC6.jpg|thumb|none|600px|The C6 set up on the wall, sharing pretty much every bit of the L7's model.]]&lt;br /&gt;
[[File:SquadC6Sights.jpg|thumb|none|600px|Including the same sights, plus the flip up ones.]]&lt;br /&gt;
[[File:Squad C6 (2).jpg|thumb|none|600px|Pulling the bolt back after discharging out the whole belt.]]&lt;br /&gt;
[[File:SquadC6Reload.jpg|thumb|none|600px|And the same animation of opening the top cover...]]&lt;br /&gt;
[[File:SquadC6Reload2.jpg|thumb|none|600px|And seating the belt.]]&lt;br /&gt;
[[File:Squad C6 (3).jpg|thumb|none|600px|A C6 FLEX atop the loader's hatch on the Canadian Leopard 2A6M. The stock should actually be polymer black-colored as part of the FLEX upgrade program.]]&lt;br /&gt;
[[File:Squad MAG 58 (1).jpg|thumb|none|600px|A deployed ADF MAG 58. The rear sight is set to 900m and has the rear leaf deployed.]]&lt;br /&gt;
[[File:Squad MAG 58 (2).jpg|thumb|none|600px|Aiming with the long-distance sight. It can dial out to 1800 meters.]]&lt;br /&gt;
[[File:Squad MAG 58 (3).jpg|thumb|none|600px|Right side of the FN MAG.]]&lt;br /&gt;
&lt;br /&gt;
==FN Maximi==&lt;br /&gt;
The ADF-designated Maximi is the 7.62 variant of the [[FN Minimi]] Mk3 is the MMG/GPMG normally issued to the ADF Machine Gunner kit.&lt;br /&gt;
[[File:MK48.jpg|thumb|none|400px|Mk 48 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad Maximi (1).jpg|thumb|none|600px|Getting a look at the right side of the Maximi along the highway to Al-Basrah.]]&lt;br /&gt;
[[File:Squad Maximi (2).jpg|thumb|none|600px|And the Maximi as held from at the low-ready. It lacks the STANAG magwell.]]&lt;br /&gt;
[[File:Squad Maximi (3).jpg|thumb|none|600px|Popping open the bipod and setting the MG on a jersey barrier.]]&lt;br /&gt;
[[File:Squad Maximi (4).jpg|thumb|none|600px|Aiming with the ELCan skyward.]]&lt;br /&gt;
[[File:Squad Maximi (5).jpg|thumb|none|600px|Locking the bolt back at the beginning of an empty reload.]]&lt;br /&gt;
[[File:Squad Maximi (6).jpg|thumb|none|600px|Reloading the Maximi.]]&lt;br /&gt;
[[File:Squad Maximi (8).jpg|thumb|none|600px|The reload as seen undeployed, which gives a good view of the forend setup and vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. The Militia gets a PKM with a 1P29 scope affixed on the same side-swinging mount as the PKP as of the V4.5 update. &lt;br /&gt;
[[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing. Also note the ammo belt dangling off of the left side; the 7.62x54mmR ammo belts are non-disintegrating, and the firing animations in ''Squad'' correctly animate it as such (though animations that interact with the belt, such as reloads, always show it at a very short length to simplify the animation).]]&lt;br /&gt;
[[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights - using the slider, the sights zero up to 1500m.]]&lt;br /&gt;
[[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]]&lt;br /&gt;
[[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]]&lt;br /&gt;
[[File:Squad pkm reload3.jpg|thumb|none|600px|...tilts the PKM to the right to load a new 100-round box...]]&lt;br /&gt;
[[File:Squad pkm reload4.jpg|thumb|none|600px|...loads the new belt onto the feed tray...]]&lt;br /&gt;
[[File:Squad pkm reload6.jpg|thumb|none|600px|...and pulls the charging handle after closing the feed cover.]]&lt;br /&gt;
[[File:Squad PKM 1P29 (1).jpg|thumb|none|600px|An Irregular tracksuit gunner with the scoped PKMN.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg. The VDV sub-faction uses PKPs without the scope, iron sights only.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for &amp;quot;- 1p78&amp;quot; where it should be &amp;quot;+ 1P78&amp;quot;.]]&lt;br /&gt;
[[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]]&lt;br /&gt;
[[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]]&lt;br /&gt;
[[File:Squad pkp reload 3.jpg|thumb|none|600px|...loads a new box after inspecting the feed tray...]]&lt;br /&gt;
[[File:Squad pkp reload 5.jpg|thumb|none|600px|...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...]]&lt;br /&gt;
[[File:Squad pkp reload 6.jpg|thumb|none|600px|...pulls the charging handle...]]&lt;br /&gt;
[[File:Squad pkp reload 7.jpg|thumb|none|600px|...and flips the scope back up.]]&lt;br /&gt;
[[File:Squad PKP (1).jpg|thumb|none|600px|A VDV gunner with his PKP out on a Skorpo ditch. Ain't got no scope for it.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
Added in V1.0 with the MEA, the [[MG3]] appears as the faction's GPMG of choice. It's used by the Machine Gunner class, fitted with a ELCAN scope and it's also fitted to a variety of the faction's vehicles.&lt;br /&gt;
[[Image:MG 3.jpg|thumb|none|450px|MG3 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SquadMG3.jpg|thumb|none|600px|Alongside this heavy ordnance, comes a very potent bit of heavy ordnance. The MG3.]]&lt;br /&gt;
[[File:SquadMG3Irons.jpg|thumb|none|600px|The sight down the mounted ELCAN scope, revealing a vintage reticle. But you know this because what you want with a videogame MG3...]]&lt;br /&gt;
[[File:SquadMG3BEES.jpg|thumb|none|600px|IS THE BEES.]]&lt;br /&gt;
[[File:SquadMG3Reload.jpg|thumb|none|600px|After 100 rounds of bees fired mostly into the sky, the reload starts with a charge of the handle and an opening of the top cover.]]&lt;br /&gt;
[[File:SquadMG3Reload2.jpg|thumb|none|600px|And a replaced box, new belt and a slapping down of said top cover.]]&lt;br /&gt;
[[File:Squad MG3 Samir (1).jpg|thumb|none|600px|Getting behind the MG3 mounted on the MEA Simir jeep - the gunner racks the charging handle.]]&lt;br /&gt;
[[File:Squad MG3 Samir (2).jpg|thumb|none|600px|The mounted MG3 ready to rip.]]&lt;br /&gt;
[[File:Squad MG3 Samir (3).jpg|thumb|none|600px|Aiming with this version's distinct iron sights.]]&lt;br /&gt;
[[File:Squad MG3 Samir (4).jpg|thumb|none|600px|Loading in a new 7.62 NATO belt.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M110 SASS== &lt;br /&gt;
The [[M110 SASS]] is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted. Usable bipods were added to the M110 (and the L129A1 below) in Alpha 14, and the M110 received a AN/PEQ-15 device mounted on the three-o'clock rail position.&lt;br /&gt;
[[file:M110_ECP_Right_Bipod.jpg|thumb|none|400px|M110 SASS with Leupold Mk4 scope - 7.62x51mm]] &lt;br /&gt;
[[file:Squad m110 hold.jpg|thumb|none|600px|The M110 SASS in first person.]]&lt;br /&gt;
[[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]]&lt;br /&gt;
[[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading. An interesting added procedure is the rifle is safed during the reload.]]&lt;br /&gt;
[[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.]]&lt;br /&gt;
[[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]&lt;br /&gt;
[[File:Squad M110 (1).jpg|thumb|none|600px|The post Update 14 M110 SASS with its full kit.]]&lt;br /&gt;
[[File:Squad M110 (2).jpg|thumb|none|600px|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==L129A1 Sharpshooter==&lt;br /&gt;
The [[LMT rifle series|L129A1 Sharpshooter]] is one of two weapons available to the British Army marksman, the other being the [[Squad#L86A2 LSW|L86A2 LSW]]. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (minus the RMR). It unlocks later than the latter.&lt;br /&gt;
[[file:LMTSharpshooter.jpg|thumb|none|400px|L129A1 Sharpshooter - 7.62x51mm NATO]] &lt;br /&gt;
[[file:Squad l129a1 hold.jpg|thumb|none|600px|The L129A1 in first person.]]&lt;br /&gt;
[[file:Squad l129a1 aim.jpg|thumb|none|600px|Aiming with the TA648-RMR-UKS.]]&lt;br /&gt;
[[file:Squad l129a1 reload 1.jpg|thumb|none|600px|As with the [[Squad#M110 SASS|M110 SASS]], the marksman checks the chamber before reloading - note the Magpul PMAG magazine.]]&lt;br /&gt;
[[file:Squad l129a1 reload 2.jpg|thumb|none|600px|Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.]]&lt;br /&gt;
[[file:Squad l129a1 reload 3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]]&lt;br /&gt;
[[File:Squad L129A1 (1).jpg|thumb|none|600px|The updated L129A1 with a Harris bipod.]]&lt;br /&gt;
&lt;br /&gt;
==C14 Timberwolf==&lt;br /&gt;
The [[C14 Timberwolf]] is available to the Canadian Army sniper, and feeds from 5-round box magazines. It comes with a Schmidt &amp;amp; Bender PMII scope mounted and has a deployable bipod.&lt;br /&gt;
[[file:C14MRSWS.jpg|thumb|none|400px|PGW C14 Timberwolf with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Squad C14 (1).jpg|thumb|none|600px|The equip/unequip animations of the C14 involve flicking its safety lever.]]&lt;br /&gt;
[[file:SquadC14.jpg|thumb|none|601px|Perched upon a rock with Squad's first proper bolt action sniper rifle.]]&lt;br /&gt;
[[file:SquadC14Scope.jpg|thumb|none|601px|Aiming with the C14's scope, a standard mil-dot with a red center dot. In earlier versions of the game, the muzzle brake was incorrectly visible through the scope; this has been fixed.]]&lt;br /&gt;
[[File:Squad C14 (2).jpg|thumb|none|600px|Deploying the Harris bipod.]]&lt;br /&gt;
[[file:SquadC14Reload1.jpg|thumb|none|601px|Reloading the C14 by swapping the 5 rounder mag.]]&lt;br /&gt;
[[file:SquadC14Reload2.jpg|thumb|none|601px|Before opening and closing the bolt to feed a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
Introduced with the V2.15 update, the [[Heckler &amp;amp; Koch HK417]] is issued to the Australian sharpshooter. It is fitted with the same Trijicon TA648-308 scope as the UK's L129A1, and has a vertical grip and usable Harris bipod. The magwell has &amp;quot;F 417&amp;quot; inscribed on it despite the in-game menu name being &amp;quot;HK417,&amp;quot; and the ADF officially refers to it by the commercial HK name without the &amp;quot;F&amp;quot; prefix.&lt;br /&gt;
[[File:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad HK417 (1).jpg|thumb|none|600px|Setting up on a balcony with the HK417.]]&lt;br /&gt;
[[File:Squad HK417 (2.jpg|thumb|none|600px|Holding the 417 at the hip.]]&lt;br /&gt;
[[File:Squad HK417 (3).jpg|thumb|none|600px|Aiming the ACOG at a wall to give the reticle something clean to contrast against.]]&lt;br /&gt;
[[File:Squad HK417 (4).jpg|thumb|none|600px|Upon empty, the marksman checks the HK417's empty chamber.]]&lt;br /&gt;
[[File:Squad HK417 (5.jpg|thumb|none|600px|Loading in a new 20-round magazine.]]&lt;br /&gt;
[[File:Squad HK417 (6).jpg|thumb|none|600px|And giving the bolt release a civilized tap.]]&lt;br /&gt;
[[File:Squad HK417 (7).jpg|thumb|none|600px|Extending the Harris bipod.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] is available to the Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the [[Squad#M110 SASS|M110 SASS]] and [[Squad#L129A1 Sharpshooter|L129A1]] to compensate for its smaller magazine capacity.&lt;br /&gt;
&lt;br /&gt;
[[file:SVD_Rifle.jpg|thumb|none|400px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]]&lt;br /&gt;
[[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.]]&lt;br /&gt;
[[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - note the bolt accurately locking back on an empty magazine.]]&lt;br /&gt;
[[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===SVDM===&lt;br /&gt;
The Russian Ground Forces marksman uses a modern Kalashnikov Concern [[SVDM]]. The SVDM features a usable bipod and uses the 1P88 scope.&lt;br /&gt;
[[File:SVDM.jpg|thumb|none|400px|SVDM - 7.62x54mm R]]&lt;br /&gt;
[[File:Squad SVDM (1).jpg|thumb|none|600px|Freelooking at the new SVDM.]]&lt;br /&gt;
[[File:Squad SVDM (2).jpg|thumb|none|600px|The view through the 8x 1P88 scope - the reticle lines were thickened with the V2.0 update.]]&lt;br /&gt;
[[File:Squad SVDM (3).jpg|thumb|none|600px|Reloading in the same manner as its older predecessor.]]&lt;br /&gt;
[[File:Squad SVDM (4).jpg|thumb|none|600px|Pinky-pulling the charging handle to send the bolt into battery.]]&lt;br /&gt;
[[File:Squad SVDM (5).jpg|thumb|none|600px|Deploying the SVDM's bipod.]]&lt;br /&gt;
[[File:Squad SVDM (6).jpg|thumb|none|600px|The SVDM on the ground, in idle.]]&lt;br /&gt;
[[File:Squad SVDM (7).jpg|thumb|none|600px|Magazine swaps a redone with the left hand, AK-like, while deployed.]]&lt;br /&gt;
[[File:Squad SVDM (8).jpg|thumb|none|600px|The deployed rechamber animation.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98M==&lt;br /&gt;
The V5.0 Update includes the [[SV-98]] as the issued sniper rifle to the VDV sub-faction, the second modern bolt action sniper in ''Squad'' since the Canadian C-14 Timberwolf. It uses a 1P69 scope, and loads with 10-round magazines of 7.62x45mmR.&lt;br /&gt;
[[File:SV-98 Handle Suppressed.jpg|thumb|none|400px|SV-98 with 1P69 scope, carry handle, suppressor, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad SV-98M (1).jpg|thumb|none|600px|Uneasy at the local dock, a VDV sharpshooter flicks the safety off his SV-98M...]]&lt;br /&gt;
[[File:Squad SV-98M (2).jpg|thumb|none|600px|..and brings it to shoulder.]]&lt;br /&gt;
[[File:Squad SV-98M (3).jpg|thumb|none|600px|The red reticle of the 1P69 scope contrasting against the wooden dock boards.]]&lt;br /&gt;
[[File:Squad SV-98M (4).jpg|thumb|none|600px|Working the SV-98's bolt, with the spent cartridge visible.]]&lt;br /&gt;
[[File:Squad SV-98M (5).jpg|thumb|none|600px|On empty, the sniper turns the bolt back, and withdraws the empty magazine.]]&lt;br /&gt;
[[File:Squad SV-98M (6).jpg|thumb|none|600px|He pulls up the new one for a quick glance, just make sure he's not shoving something else from his vest into the magwell.]]&lt;br /&gt;
[[File:Squad SV-98M (7).jpg|thumb|none|600px|And deliberately actuates the SV-98's distinct button mag catch on the front of the magazine.]]&lt;br /&gt;
[[File:Squad SV-98M (8).jpg|thumb|none|600px|Lounging atop some crates with the SV-98 deployed.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
As part of the V4.0 Update, the Chinese Marksman kit uses the [[QBU-88]] semiautomatic sniper rifle.&lt;br /&gt;
[[File:Qbu-88-0.jpg|thumb|400px|none|QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[File:Squad QBU-88 (1).jpg|thumb|none|600px|A PLA marksman pulls up his QBU-88. As this never had a -1 variation, the safety is still located back ahead of the magazine and is flicked off with the right hand.]]&lt;br /&gt;
[[File:Squad QBU-88 (2).jpg|thumb|none|600px|On the lookout for waterfowl at the marsh with the QBU. Here, the China-Clamp grip is visible.]]&lt;br /&gt;
[[File:Squad QBU-88 (3).jpg|thumb|none|600px|Getting a high-contrast view of the QBU's scope against the sky.]]&lt;br /&gt;
[[File:Squad QBU-88 (4).jpg|thumb|none|600px|Reloading the short ten-round mag. Here, the special 5.8 loading is visible.]]&lt;br /&gt;
[[File:Squad QBU-88 (5).jpg|thumb|none|600px|And it rechambers with an underhand tug, tacticool style.]]&lt;br /&gt;
[[File:Squad QBU-88 (6).jpg|thumb|none|600px|Extending the bipod.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
Grenade Launchers are available to the grenadier class. They all have arming distances to mirror those in real life.&lt;br /&gt;
&lt;br /&gt;
All grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-series grenade launcher#GP-25|GP-25]] Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.&lt;br /&gt;
[[file:Gp-25_1.jpg|thumb|none|400px|GP-25 - 40mm]] &lt;br /&gt;
[[file:Squad gp25 ak74 hold.jpg|thumb|none|600px|The GP-25, mounted to a AK-74, in first person.]]&lt;br /&gt;
[[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]]&lt;br /&gt;
[[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]]&lt;br /&gt;
[[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.]]&lt;br /&gt;
[[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]]&lt;br /&gt;
[[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]]&lt;br /&gt;
[[file:Squad gp25 blue.jpg|thumb|none|600px|...a blue smoke grenade...]]&lt;br /&gt;
[[file:Squad gp25 red.jpg|thumb|none|600px|...and a red smoke grenade. - The real Russian 40mm caseless grenades generally only produce white smoke, and most of them, like the GDM-40, GD-40, or the GRD-40, look very different from the VOG-25.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2==&lt;br /&gt;
The [[M203 grenade launcher|M203A2]] is available to Grenadiers of the US and Canadian Armies, mounted on the [[Squad#M4 Carbine|M4 Carbine]] and the C7A2 respectively. It is able to fire M433 HEDP rounds or, similar to the [[Squad#GP-25 Grenade Launcher|GP-25]], red, blue and white smoke rounds. Upon selecting the M203A2, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. &lt;br /&gt;
&lt;br /&gt;
Note that there are no blue smoke rounds for the M203 in reality; there are only M713 red, M714 white, M715 greens, and M716 yellow smoke rounds.&lt;br /&gt;
[[File:M4 Carbine with M203 Grenade Launcher.jpg|thumb|none|400px|M4 Carbine with M203 Grenade Launcher - 40mm]]&lt;br /&gt;
[[file:Squad m203 hold.jpg|thumb|none|600px|The M203A2, mounted on the M4 Carbine, in first person view.]]&lt;br /&gt;
[[file:Squad_m203_sights.jpg|thumb|none|600px|Aiming with the leaf sight.]]&lt;br /&gt;
[[file:Squad_m203_loading.jpg|thumb|none|600px|Loading a M433 HEDP round.]]&lt;br /&gt;
[[file:Squad m203 white.jpg|thumb|none|600px|Loading a M714 Ground Marker round.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (1).jpg|thumb|none|600px|An M203A2 slung under the C7A2 rifle, a unique setup with the original upper handguard still retained.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (2).jpg|thumb|none|600px|Using the Canadian M203.]]&lt;br /&gt;
[[File:Squad C7A2 M203A2 (3).jpg|thumb|none|600px|Aiming through its distinct sight - it adjusts from 50m to 300m, here set at 100 to make the front post a bit more visible.]]&lt;br /&gt;
&lt;br /&gt;
==L123A2 UGL==&lt;br /&gt;
The [[Heckler &amp;amp; Koch AG grenade launcher series#L123|Heckler &amp;amp; Koch AG-SA80]] appears in game under the better-known British designation &amp;quot;L123A2&amp;quot;, and is available to the British Army grenadier, mounted to his [[Squad#Enfield SA80A2|L85A2]]. Like the [[Squad#Knight's Armament M203A1|M203A1]], it can fire M433 HEDP rounds or red, blue and white smoke rounds.&lt;br /&gt;
[[File:L85A2 with L123A2 UBGL.jpg|thumb|none|400px|L85A2 fitted with underslung L123A2 grenade launcher - 5.56x45mm, 40x46mm]]&lt;br /&gt;
[[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]]&lt;br /&gt;
[[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight.]]&lt;br /&gt;
[[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]]&lt;br /&gt;
[[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]]&lt;br /&gt;
[[file:Squad l123a2 blue.jpg|thumb|none|600px|...a blue smoke round....]]&lt;br /&gt;
[[file:Squad l123a2 red.jpg|thumb|none|600px|...and a red smoke round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK79==&lt;br /&gt;
MEA Grenadiers use G3 battle rifles with underslung [[Heckler &amp;amp; Koch HK69A1|Heckler &amp;amp; Koch HK79]] 40mm launchers.&lt;br /&gt;
[[File:HK33HK79.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK79 40mm mounted on [[Heckler &amp;amp; Koch HK33|Heckler &amp;amp; Koch HK33A2]] 5.56x45mm]]&lt;br /&gt;
[[File:SquadHK79.jpg|thumb|none|600px|High in the guard tower, sits the G3 with the underslug HK79 bloop tube.]]&lt;br /&gt;
[[File:SquadHK79Irons.jpg|thumb|none|600px|Aiming down the side mounted sights, adjustable for all ranges.]]&lt;br /&gt;
[[File:SquadHK79IronsKaboom.jpg|thumb|none|600px|Including that one.]]&lt;br /&gt;
[[File:SquadHK79Reload.jpg|thumb|none|600px|Cracking open the tube to remove the spent round.]]&lt;br /&gt;
[[File:SquadHK79Reload2.jpg|thumb|none|600px|And popping in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Thales SL40==&lt;br /&gt;
The ADF's Grenadier is issued with the EF88 + SL40 grenade launcher. It is paired with a Trijicon RMR for its sighting system.&lt;br /&gt;
[[File:Thales F90MBR SL40.jpg|thumb|none|400px|Thales F90MBR with SL40 - 5.56x45mm and 40x46mm]]&lt;br /&gt;
[[File:Squad SL40 (1).jpg|thumb|none|600px|Flicking the safety off when switching to the SL40.]]&lt;br /&gt;
[[File:Squad SL40 (2).jpg|thumb|none|600px|The SL40 in use.]]&lt;br /&gt;
[[File:Squad SL40 (3).jpg|thumb|none|600px|Aiming with the RMR sight.]]&lt;br /&gt;
[[File:Squad SL40 (4).jpg|thumb|none|600px|Reloading the SL40 - removing the spent casing.]]&lt;br /&gt;
[[File:Squad SL40 (5).jpg|thumb|none|600px|And in with a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Energa Rifle Grenade==&lt;br /&gt;
Update 4.3 introduced the [[Energa Rifle Grenade]] for some Irregular Militia kits outfitted with the Stg 58 FAL. Their LAT is issued AT warheads, while the Ambusher gets fragmentation rounds.&lt;br /&gt;
[[File:Standard-2.jpg|thumb|400px|none|Energa Rifle Grenade. This particular version is US M29 training.]]&lt;br /&gt;
[[File:Squad FAL ENERGA (1).jpg|thumb|none|600px|The Stg 58 with its Energa-launching apparatus.]]&lt;br /&gt;
[[File:Squad FAL ENERGA (2).jpg|thumb|none|600px|Its equip animation starts with ejecting the chambered round, which appears to be fired or a blank already.]]&lt;br /&gt;
[[File:Squad FAL ENERGA (3).jpg|thumb|none|600px|Then the operator drops a blank into the chamber. It chambers once the user lets go of the charging handle, though this would cause a live round from the magazine to jam into the blank round in reality.]]&lt;br /&gt;
[[File:Squad FAL ENERGA (4).jpg|thumb|none|600px|The sight is unfolded, then the Energa round is loaded.]]&lt;br /&gt;
[[File:Squad FAL ENERGA (5).jpg|thumb|none|600px|Aiming the rifle grenade - it has 40,60, and 80m zeroes.]]&lt;br /&gt;
[[File:Squad FAL ENERGA (6).jpg|thumb|none|600px|Reloading after firing the first round. When unequipping, the character just racks the charging handle, then removes the grenade and folds the leaf sight.]]&lt;br /&gt;
&lt;br /&gt;
==QLG-10A==&lt;br /&gt;
For the PLA, the [[QLG-10A]] caseless grenade launcher is used in conjunction with the QBZ-95-1 for their Grenadier kits.&lt;br /&gt;
[[File:QBZ95-1GL.jpg|thumb|none|400px|QBZ-95-1 with QLG-10A grenade launcher - 5.8x42mm / 35mm]]&lt;br /&gt;
[[File:Squad QLG-10 (1).jpg|thumb|none|600px|The QBZ-95-1 with the YMA scope and QLG-10 active.]]&lt;br /&gt;
[[File:Squad QLG-10 (2).jpg|thumb|none|600px|Aiming at about 100m. It dials from 50 to 400 meters.]]&lt;br /&gt;
[[File:Squad QLG-10 (3).jpg|thumb|none|600px|Loading a caseless round into the QLG.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
Rocket launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing. Like grenade launchers, all rocket launchers have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M2==&lt;br /&gt;
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M2|Carl Gustaf M2]] appears in ''Squad'' as the &amp;quot;Carl Gustav M2 + No78Mk1&amp;quot;. It is available to the Canadian Army heavy anti-tank class and comes with 2 high-explosive anti-tank (HEAT) warheads and a single tandem charge warhead. It is also used by the Australian HAT kit.&lt;br /&gt;
[[file:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[file:SquadM2.jpg|thumb|none|600px|Equipping the M2 starts similar to its brother the MAAWS by loading in the first round - here, an antipersonnel shell.]]&lt;br /&gt;
[[File:Squad M2CG (1).jpg|thumb|none|600px|About to pull the blast nozzle/breech/Venturi cone closed.]]&lt;br /&gt;
[[file:SquadM2Gustav.jpg|thumb|none|600px|The M2 Gustav in all its vintage glory.]]&lt;br /&gt;
[[file:SquadM2GustavScope.jpg|thumb|none|600px|That vintage look extends to the very basic scope in comparison to the M3 below.]]&lt;br /&gt;
[[file:SquadM2GustavReload.jpg|thumb|none|600px|Loading a tandem antitank warhead.]]&lt;br /&gt;
[[file:SquadM2GustavReload2.jpg|thumb|none|600px|And, finally, the HEAT shell.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M3==&lt;br /&gt;
The [[Carl_Gustaf_Recoilless_Rifle#Carl_Gustaf_M3|Carl Gustaf M3]] appears in ''Squad'' under the US Army designation &amp;quot;M3 MAAWS&amp;quot;, available to the US heavy anti-tank class. It comes with 2 HEAT warheads (although the AT tandem is another choice) plus 2 smoke rounds. &lt;br /&gt;
[[file:CarlGustavM3.jpg|thumb|none|400px|Carl Gustaf M3 - 84x246mm R]]&lt;br /&gt;
[[file:SquadMAAWSdraw.jpg|thumb|none|600px|Equipping the MAAWS starts with loading the launcher, in this case, with the 84mm HEDP round.]]&lt;br /&gt;
[[file:SquadMAAWS.jpg|thumb|none|600px|Bringing the M3 to shoulder.]]&lt;br /&gt;
[[file:SquadMAAWSscope.jpg|thumb|none|600px|Aiming the MAAWS skyward to get a clear look at the reticle. The chevron in the center is for 100 meters, with a mix of drop compensators below it.]]&lt;br /&gt;
[[file:SquadMAAWSreload.jpg|thumb|none|600px|About to put in a smoke shell.]]&lt;br /&gt;
[[file:SquadMAAWSreload2.jpg|thumb|none|600px|Lastly, the tandem warhead similar to the Canadian one seen above.]]&lt;br /&gt;
[[File:Squad M3 MAAWS (1).jpg|thumb|none|600px|Locking the breech in place.]]&lt;br /&gt;
&lt;br /&gt;
==M72A7 LAW==&lt;br /&gt;
The [[M72 LAW|M72A7 LAW]] is available to the US Army and British Army light and heavy anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but may be equipped with a [[Squad#M67 Frag Grenade|M67]] or [[Squad#L109A1 Frag Grenade|L109A1]] respectively to make up for the reduced firepower. Bizarrely, the heavy anti-tank use them as a secondary launcher to their [[Squad#Saab Bofors Dynamics AT4-CS|AT4-CS]] launchers.&lt;br /&gt;
&lt;br /&gt;
Note that the British Army does not use M72A7s, but rather the further upgraded M72A9 variant (though the two variants are visually very similar), designated as the &amp;quot;L72A9 Light Anti-Structure Munition (LASM)&amp;quot;. As its designation implies, its warhead is designed to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to make up for the shortfall of [[MATADOR|L2A1 ASMs]]. The LAW is also issued to the Canadian and Australian forces.&lt;br /&gt;
&lt;br /&gt;
[[File:M72A7 LAW.jpg|thumb|none|400px|M72A7 LAW with rocket - 66mm]]&lt;br /&gt;
[[file:Squad law hold.jpg|thumb|none|600px|The M72A7 LAW in first person.]]&lt;br /&gt;
[[file:squad_m72law_deploying.jpg|thumb|none|600px|Deploying the M72 LAW.]]&lt;br /&gt;
[[file:squad_m72law_sights.jpg|thumb|none|600px|Aiming down the sights. The sights can be zeroed up to 400m.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
The [[Mk 153 SMAW]] is issued to the USMC HAT class. It has both HEAT and AP warheads, and as with ''[[Project Reality]]'', the spotting rifle is also usable.&lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:Squad SMAW (1).jpg|thumb|none|600px|Equipping the SMAW in the amphib's well deck - the rear half/warhead is loaded.]]&lt;br /&gt;
[[File:Squad SMAW (2).jpg|thumb|none|600px|And the safety is flicked off.]]&lt;br /&gt;
[[File:Squad SMAW (3).jpg|thumb|none|600px|The Mk 153 SMAW shouldered.]]&lt;br /&gt;
[[File:Squad SMAW (4).jpg|thumb|none|600px|Sighting in the scope against the sea inside the well deck.]]&lt;br /&gt;
[[File:Squad SMAW (5).jpg|thumb|none|600px|Firing the spotting rifle while onshore.]]&lt;br /&gt;
[[File:Squad SMAW (6).jpg|thumb|none|600px|Reloading the six-shot magazine...]]&lt;br /&gt;
[[File:Squad SMAW (7).jpg|thumb|none|600px|...and the charging handle is pulled on empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4-CS==&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics AT4-CS]] is available to the US Army light anti-tank class and British Army heavy anti-tank class under their respective designations, the &amp;quot;M136 AT4-CS&amp;quot; and &amp;quot;ILAW AT4-CS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At the same time, it is worth noting that &amp;quot;ILAW&amp;quot; is an incomplete designation; the proper designation is &amp;quot;L2A1 Interim Light Anti-tank Weapon (ILAW)&amp;quot;. As its name suggests, it is an interim solution to make up for the shortfall of [[MBT LAW|NLAWs]] as the British Army replaces its obsolete [[LAW 80]] launchers.&lt;br /&gt;
[[file:AT-4Launcher.jpg|thumb|none|400px|Saab Bofors Dynamics AT4 - 84mm]]&lt;br /&gt;
[[file:Squad at4 draw 1.jpg|thumb|none|600px|Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...]]&lt;br /&gt;
[[file:Squad at4 draw 2.jpg|thumb|none|600px|...then flips up the rear sight...]]&lt;br /&gt;
[[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]]&lt;br /&gt;
[[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]]&lt;br /&gt;
[[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights - the sights zero up to 500m, turning the knob in the process.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics MBT-LAW==&lt;br /&gt;
The V2.0 update introduced the [[MBT LAW|NLAW]] as a replacement for the ILAW AT4-CS for the British Army. It features a Predicted-Line-Of-Sight (PLOS) mode that allows the user to track moving targets and fire a guided projectile. &lt;br /&gt;
[[File:NLAW.jpg|thumb|none|400px|MBT LAW - 150mm]]&lt;br /&gt;
[[File:Squad NLAW (1).jpg|thumb|none|600px|Equipping the NLAW - the UK HAT operator flips out the scope...]]&lt;br /&gt;
[[File:Squad NLAW (2).jpg|thumb|none|600px|...and disengages the safety.]]&lt;br /&gt;
[[File:Squad NLAW (3).jpg|thumb|none|600px|The NLAW in idle.]]&lt;br /&gt;
[[File:Squad NLAW (4).jpg|thumb|none|600px|A clear view through the scope.]]&lt;br /&gt;
[[File:Squad NLAW (5).jpg|thumb|none|600px|Showing off the locking feature with a derelict M1A2.]]&lt;br /&gt;
[[File:Squad NLAW (6).jpg|thumb|none|600px|Flipping the sight down while putting away the NLAW.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes has an extra OG-7V warhead to compensate for their [[Squad#SKS|weaker primary rifle]]. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice. &lt;br /&gt;
&lt;br /&gt;
Additionally, the Russian Ground Forces anti-tank's RPG-7V2 also comes equipped with a PGO-7 (likely the V3 variant), which is regrettably plagued with incorrect or missing markings. It also does not come with the UP-7V sighting device designed to be used in tandem with it, despite the combination of the two being the defining features of the RPG-7V2 over the older variants. Finally, production of the PG-7VM had long ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] &lt;br /&gt;
[[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]]&lt;br /&gt;
[[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.]]&lt;br /&gt;
[[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]]&lt;br /&gt;
[[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]]&lt;br /&gt;
[[file:Squad rpg7 pg7vr.jpg|thumb|none|600px|...and a PG-7VR warhead.]]&lt;br /&gt;
[[file:squad_rpg7_arming.jpg|thumb|none|600px|In a nice display of weapons knowledge, the player character cocks the launcher after each reload.]]&lt;br /&gt;
[[file:Squad rpg7v2 pgo7v hold.jpg|thumb|none|600px|The RPG-7V2, with PGO-7V mounted, in first person.]]&lt;br /&gt;
[[file:Squad rpg7v2 pgo7v aim.jpg|thumb|none|600px|Aiming with the PGO-7V - note the incorrect, extra and missing markings throughout the sight picture.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-26==&lt;br /&gt;
The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]].&lt;br /&gt;
[[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]]&lt;br /&gt;
[[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - the anti-tank soldier flips up the front sight...]]&lt;br /&gt;
[[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]]&lt;br /&gt;
[[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]]&lt;br /&gt;
[[file:Squad rpg26 hold.jpg|thumb|none|600px|The RPG-26 in first person.]]&lt;br /&gt;
[[file:Squad rpg26 aim.jpg|thumb|none|600px|Aiming the RPG-26.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-28==&lt;br /&gt;
Introduced with the V2.0 update, the [[RPG-28]] is a new option for the Russian Army HAT kit. It fires a large 125mm projectile with a flat trajectory, and can be zeroed out to 500m. &lt;br /&gt;
&lt;br /&gt;
[[File:RPG-28.jpg|thumb|none|400px|RPG-28 - 125mm]]&lt;br /&gt;
[[File:Squad RPG-28 (1).jpg|thumb|none|600px|Pulling out the safety pin on the RPG-28, just like the RPG-26 above.]]&lt;br /&gt;
[[File:Squad RPG-28 (2).jpg|thumb|none|600px|Idling with the RPG-26.]]&lt;br /&gt;
[[File:Squad RPG-28 (3).jpg|thumb|none|600px|Looking through the optical sight.]]&lt;br /&gt;
[[File:Squad RPG-28 (4).jpg|thumb|none|600px|Slinging back the tube in its unequip animation.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-29==&lt;br /&gt;
The [[RPG-29]] Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the [[Squad#RPG-7V2|RPG-7V2]], the extra tandem charge warhead provides extra firepower against armored vehicles at the cost of versatility since the former does not have fragmentation warheads.&lt;br /&gt;
[[File:RPG-29 launcher.jpg|thumb|none|400px|RPG-29 launcher - 105mm]]&lt;br /&gt;
[[file:Squad RPG29 Ready1.jpg|thumb|none|600px|Deploying the RPG-29 - the anti-tank soldier flips up the front sight...]]&lt;br /&gt;
[[file:Squad RPG29 Ready2.jpg|thumb|none|600px|...and the rear sight...]]&lt;br /&gt;
[[file:Squad RPG29 Ready3.jpg|thumb|none|600px|...and loads a PG-29V warhead - the loading sequence of the deploying animation is the same as the reloading animation.]]&lt;br /&gt;
[[file:Squad RPG29 Hold.jpg|thumb|none|600px|The RPG-29 in first person.]]&lt;br /&gt;
[[file:Squad RPG29 Aim.jpg|thumb|none|600px|Aiming the RPG-29.]]&lt;br /&gt;
&lt;br /&gt;
==DJZ-08==&lt;br /&gt;
The PLA's standard LAT launcher is the [[DJZ-08]], a single-shot disposable 80mm recoilless launcher. It fires a high-explosive warhead.&lt;br /&gt;
[[File:DZJ08.jpg|thumb|none|400px|DZJ-08 (inert sample) with munition - 80mm]]&lt;br /&gt;
[[File:Squad DJZ-08 (1).jpg|thumb|none|600px|Drawing the DJZ-08 along the test range. The pistol grip is unfolded...]]&lt;br /&gt;
[[File:Squad DJZ-08 (2).jpg|thumb|none|600px|...and then the scope is deployed.]]&lt;br /&gt;
[[File:Squad DJZ-08 (3).jpg|thumb|none|600px|The DJZ-08 shouldered.]]&lt;br /&gt;
[[File:Squad DJZ-08 (4).jpg|thumb|none|600px|ADS view of the DJZ's scope.]]&lt;br /&gt;
&lt;br /&gt;
==PF-98==&lt;br /&gt;
Added with the PLA in the V4.0 Update, the [[PF-98]] is used by the Chinese HAT role. It comes with an anti-armor and a high explosive round. &lt;br /&gt;
[[File:PF98.jpg|thumb|none|400px|PF-98 120mm tripod-mounted with rockets (battalion version)]]&lt;br /&gt;
[[File:Squad PF-98 (1).jpg|thumb|none|600px|Drawing the PF-98 - loading an HE warhead.]]&lt;br /&gt;
[[File:Squad PF-98 (2).jpg|thumb|none|600px|And the AP round, with its long tandem charge.]]&lt;br /&gt;
[[File:Squad PF-98 (3).jpg|thumb|none|600px|The system is then switched on...]]&lt;br /&gt;
[[File:Squad PF-98 (4).jpg|thumb|none|600px|...and ready to go.]]&lt;br /&gt;
[[File:Squad PF-98 (5).jpg|thumb|none|600px|The view through the PF-98's scope system.]]&lt;br /&gt;
&lt;br /&gt;
=Frag Grenades= &lt;br /&gt;
==M67 Frag Grenade==&lt;br /&gt;
The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes except for the lead crewman, crewman, grenadier, combat engineer and machine gunner. Canadian Army forces use it as the under the '''C13 Grenade''' designation.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]] &lt;br /&gt;
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person.]]&lt;br /&gt;
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Frag Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade]]&lt;br /&gt;
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person.]]&lt;br /&gt;
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RGD-5 before throwing.]]&lt;br /&gt;
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.]]&lt;br /&gt;
&lt;br /&gt;
==L109A1 Frag Grenade==&lt;br /&gt;
The [[L109 hand grenade|L109A1]] is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.&lt;br /&gt;
[[file:L109 A1.jpg|thumb|none|200px|L109A1 frag grenade]]&lt;br /&gt;
[[file:Squad l109a1 hold.jpg|thumb|none|600px|The L109A1 in first person.]]&lt;br /&gt;
[[file:Squad l109a1 throw.jpg|thumb|none|600px|Pulling the pin on the L109A1 before throwing.]]&lt;br /&gt;
&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
The Australian [[F1 hand grenade (Australia)|F1 Grenade]] is issued to the ADF faction as its standard fragmentation grenade with the V2.15 update.&lt;br /&gt;
&lt;br /&gt;
[[File:Australia F1 Grenade.jpg|thumb|none|300px|Australian F1 hand grenade (inert)]]&lt;br /&gt;
[[File:Squad F1 (1).jpg|thumb|none|600px|The F1 grenade drawn.]]&lt;br /&gt;
[[File:Squad F1 (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Frag Grenade==&lt;br /&gt;
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.&lt;br /&gt;
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]&lt;br /&gt;
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person.]]&lt;br /&gt;
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling out the F-1's pin.]]&lt;br /&gt;
&lt;br /&gt;
==Type 86P Frag Grenade==&lt;br /&gt;
China's standard hand grenade is the '''Type 86P'''.&lt;br /&gt;
[[File:Squad Type 86P (1).jpg|thumb|none|600px|Cradling a Type 86P grenade.]]&lt;br /&gt;
[[File:Squad Type 86P (2).jpg|thumb|none|600px|About to toss it into a hapless Baltic house.]]&lt;br /&gt;
&lt;br /&gt;
=Smoke Grenades=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army, and is available to all classes save the grenadier, coming in white, red, or blue. All classes who can use it have access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that real M18s are not available in white or blue, and a better alternative for white smoke would be the [[AN/M8 HC smoke grenade|AN/M8]] or [[M83 smoke grenade]].&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]] &lt;br /&gt;
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person.]]&lt;br /&gt;
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing.]]&lt;br /&gt;
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.]]&lt;br /&gt;
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18, as the player character enjoys a moment of patriotic fervor.]]&lt;br /&gt;
&lt;br /&gt;
===DSF-121 Smoke Grenade===&lt;br /&gt;
The PLA's '''DSF-161''' smoke grenade appears to be a clone of the M18.&lt;br /&gt;
[[File:Squad_DSF161.jpg|thumb|none|600px|Holding a DSF-161.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade==&lt;br /&gt;
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes except the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.&lt;br /&gt;
[[File:RDG-2.jpg|thumb|none|350px|RDG-2 smoke grenade]]&lt;br /&gt;
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person.]]&lt;br /&gt;
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - the player character pulls off the cap on one end...]]&lt;br /&gt;
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|...pulls off the cap on the other end...]]&lt;br /&gt;
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|...and ignites the grenade.]]&lt;br /&gt;
[[Image:05 squad rgd2 smoke.jpg|thumb|none|600px|The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==L132A1 Smoke Grenade==&lt;br /&gt;
The [[L132A1 smoke grenade|L132A1]] is the white smoke grenade of choice for the British Army, and is available to all classes save for the grenadier.&lt;br /&gt;
[[File:L132A1.jpg|thumb|none|200px|L132A1 smoke grenade]]&lt;br /&gt;
[[Image:Squad l132a1 hold.jpg|thumb|none|600px|The L132A1 in first person.]]&lt;br /&gt;
[[Image:Squad l132a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]&lt;br /&gt;
&lt;br /&gt;
==L152A1 Smoke Grenade==&lt;br /&gt;
The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.&lt;br /&gt;
&lt;br /&gt;
The L152A1 markings are similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.&lt;br /&gt;
[[File:L152a1.jpg|thumb|none|200px|L152A1 smoke grenade]]&lt;br /&gt;
[[Image:01 squad l152a1 hold.jpg|thumb|none|600px|The L152A1 in first person - the yellow body, while not not awfully visible here, can be clearly seen if one were to use freelook.]]&lt;br /&gt;
[[Image:02 squad l152a1 throw.jpg|thumb|none|600px|Preparing to throw the L132A1.]]&lt;br /&gt;
[[Image:03 squad l152a1 markings.jpg|thumb|none|600px|A good look at the markings on the grenade body.]]&lt;br /&gt;
&lt;br /&gt;
= Other Grenades &amp;amp; Munitions=&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade|AN/M14]] appears in ''Squad'' simply as &amp;quot;ANM14 Incendiary Grenade&amp;quot; and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person,]]&lt;br /&gt;
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14,]]&lt;br /&gt;
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.]]&lt;br /&gt;
&lt;br /&gt;
==Improvised Explosive Device==&lt;br /&gt;
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.&lt;br /&gt;
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person.]]&lt;br /&gt;
[[file:Squad ied draw.jpg|thumb|none|600px|Priming the IED before deployment.]]&lt;br /&gt;
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.]]&lt;br /&gt;
[[file:Squad ied deto.jpg|thumb|none|600px|Making the deadliest phone call - the phone makes a short ringtone.]]&lt;br /&gt;
[[file:Squad ied exp1.jpg|thumb|none|600px|Initial stage of detonation (and grief for your foes)]]&lt;br /&gt;
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage - note the brilliant ray of light bursting through the cloud.]]&lt;br /&gt;
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.]]&lt;br /&gt;
[[file:08 squad ied exp4.jpg|thumb|none|600px|Fourth stage]]&lt;br /&gt;
[[file:09 squad ied exp5.jpg|thumb|none|600px|Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.]]&lt;br /&gt;
&lt;br /&gt;
== M15 Anti-Tank Mine ==&lt;br /&gt;
&lt;br /&gt;
The [[M15 anti-tank mine|M15 Anti-Tank Mine]] was added to the game in Update 13, available for the NATO and Australian Combat Engineers.&lt;br /&gt;
&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:Squad M15 (1).jpg|thumb|none|600px|The M15 mine in the hands of a USMC sapper.]]&lt;br /&gt;
[[File:Squad M15 (2).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62M Anti-tank Mine==&lt;br /&gt;
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as &amp;quot;TM-62&amp;quot;, and is available to the Insurgent and Militia scouts.&lt;br /&gt;
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person.]]&lt;br /&gt;
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...]]&lt;br /&gt;
[[File:Squad tm62m draw2.jpg|thumb|none|600px|...screws it in place...]]&lt;br /&gt;
[[File:05 squad tm62m arm3.jpg|thumb|none|600px|...and arms the mine.]]&lt;br /&gt;
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Type 72 Anti-tank Mine==&lt;br /&gt;
The '''Type 72''' anti-tank is used by the PLA with the V4.0 Update. &lt;br /&gt;
[[File:Squad Type 72 AT (1).jpg|thumb|none|600px|The Type 72 mine in hand.]]&lt;br /&gt;
[[File:Squad Type 72 AT (2).jpg|thumb|none|600px|Deploying it in the sand.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
Mortars are deployable weapons requiring setup by a squad.&lt;br /&gt;
&lt;br /&gt;
==M252==&lt;br /&gt;
The [[M252 Mortar|M252]] is available to the US Army as an emplacement.&lt;br /&gt;
[[File:M252Mort.JPG|thumb|none|400px|M252 - 81mm]]&lt;br /&gt;
[[File:Squad m252.jpg|thumb|none|600px|The M252 as a deployable.]]&lt;br /&gt;
[[File:Squad m252 1p.jpg|thumb|none|600px|The M252 in first person.]]&lt;br /&gt;
[[File:Squad m252 aim.jpg|thumb|none|600px|Aiming the M252 - the developers were nice enough to add a range guide.]]&lt;br /&gt;
&lt;br /&gt;
==2B14 Podnos==&lt;br /&gt;
The [[2B14 Podnos Mortar|2B14 Podnos]] is available to the Russian Ground Forces as an emplacement.&lt;br /&gt;
[[File:2B14 Podnos 82mm Mortar.jpg|thumb|none|400px|2B14 Podnos - 82mm]]&lt;br /&gt;
[[File:Squad 2b14.jpg|thumb|none|600px|The 2B14 Podnos as a deployable.]]&lt;br /&gt;
[[File:Squad 2b14 1p.jpg|thumb|none|600px|The 2B14 Podnos in first person.]]&lt;br /&gt;
[[File:Squad 2b14 aim.jpg|thumb|none|600px|Aiming the 2B14 Podnos.]]&lt;br /&gt;
&lt;br /&gt;
==BM-37==&lt;br /&gt;
The [[BM-37 Mortar|BM-37]] appears in game as the &amp;quot;M1937&amp;quot; and is available to the Insurgent and Militia forces as an emplacement.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|400px|BM-37 - 82mm]]&lt;br /&gt;
[[File:Squad m1937.jpg|thumb|none|600px|The BM-37 as a deployable.]]&lt;br /&gt;
[[File:Squad m1937 1p.jpg|thumb|none|600px|The BM-37 in first person.]]&lt;br /&gt;
[[File:Squad m1937 aim.jpg|thumb|none|600px|Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.]]&lt;br /&gt;
&lt;br /&gt;
==PP-87==&lt;br /&gt;
The '''PP-87''' is the light mortar used by the PLA faction.&lt;br /&gt;
[[File:Squad PP-87 (1).jpg|thumb|none|600px|The PP-87 on Jensen's Range.]]&lt;br /&gt;
[[File:Squad PP-87 (2).jpg|thumb|none|600px|Manning the mortar.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Machine Guns=&lt;br /&gt;
Heavy Machine Guns in ''Squad'' are either deployable weapons requiring setup, or vehicle-mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==Browning M2A1==&lt;br /&gt;
The [[Browning M2|Browning M2A1]] is available to the US Army as both an emplacement and a vehicle-mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.&lt;br /&gt;
[[Image:M2A2.jpg|thumb|none|400px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.]]&lt;br /&gt;
[[Image:Squad_m2hb_tripod.jpg|thumb|none|600px|The M2A1 mounted on an M3 tripod, as a deployable.]]&lt;br /&gt;
[[Image:Squad m2a1 bunker.jpg|thumb|none|600px|The M2A1 in a machine gun bunker.]]&lt;br /&gt;
[[Image:Squad m2a1 1p.jpg|thumb|none|600px|The M2A1 in first person.]]&lt;br /&gt;
[[Image:Squad m2a1 aim.jpg|thumb|none|600px|Aiming with what seems to be a TA648MGO-M2.]]&lt;br /&gt;
[[Image:Squad_m2a1hmg.jpg|thumb|none|600px|The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.]]&lt;br /&gt;
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.]]&lt;br /&gt;
[[Image:Squad m2a1 matv aim.jpg|thumb|none|600px|Aiming down the sights atop a MAT-V.]]&lt;br /&gt;
[[Image:Squad m2a1 m1126.jpg|thumb|none|600px|The M2A1 CROWS mounted on a M1126 Stryker ICV.]]&lt;br /&gt;
[[Image:Squad m2a1 crows.jpg|thumb|none|600px|Aiming with the CROWS.]]&lt;br /&gt;
[[Image:Squad m2a1 reload.jpg|thumb|none|600px|Reloading the M2A1.]]&lt;br /&gt;
&lt;br /&gt;
==NSV==&lt;br /&gt;
The [[NSV heavy machine gun|NSV]] is available to the Russian Ground Forces as an emplacement, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.&lt;br /&gt;
&lt;br /&gt;
Note that the NSV has been slated for replacement by the Kord, but as of now it is still issued to units, so its appearance in ''Squad'' is not anachronistic.&lt;br /&gt;
[[File:6U6 NSV 02.jpg|thumb|none|400px|NSV machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:squad_nsv_machine_gun.jpg|thumb|none|600px|The NSV as a deployable.]]&lt;br /&gt;
[[Image:Squad nsv bunker.jpg|thumb|none|600px|The NSV in a machine gun bunker.]]&lt;br /&gt;
[[Image:Squad nsv 1p.jpg|thumb|none|600px|The NSV in first person.]]&lt;br /&gt;
[[Image:Squad nsv aim.jpg|thumb|none|600px|Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.]]&lt;br /&gt;
[[Image:Squad nsv reload.jpg|thumb|none|600px|Reloading the NSV.]]&lt;br /&gt;
&lt;br /&gt;
==DShKM==&lt;br /&gt;
The [[DShK heavy machine gun|DShKM]] is available to Militia and Insurgent forces as both an emplacement and a vehicle-mounted weapon. It may come with or without shields to protect its gunner.&lt;br /&gt;
[[File:DShK_HMG.jpg|thumb|none|400px|DShKM machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:Squad_dshk_tripod.jpg|thumb|none|600px|A DShKM mounted on a tripod.]]&lt;br /&gt;
[[Image:Squad dshkm shield.jpg|thumb|none|600px|A DShKM, with shield mounted on a tripod, at the same time showing off its right side. Note the ammo belt; like the PKM/PKP, the ammo belt is correctly animated as non-disintegrating, but the depleted belt doesn't go on for long and disappears after a short length.]]&lt;br /&gt;
[[Image:Squad dshkm cars.jpg|thumb|none|600px|From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.]]&lt;br /&gt;
[[Image:07 squad dshkm tech shield.jpg|thumb|none|600px|From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.]]&lt;br /&gt;
[[Image:08 squad dshkm tech shield armour.jpg|thumb|none|600px|An Insurgent technical, fitted with improvised armor, with a shielded DShKM.]]&lt;br /&gt;
[[Image:Squad dshkm 1p.jpg|thumb|none|600px|The DShKM in first person.]]&lt;br /&gt;
[[Image:Squad dshkm aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Squad dshkm reload.jpg|thumb|none|600px|Reloading the DShKM.]]&lt;br /&gt;
&lt;br /&gt;
==QJZ-89==&lt;br /&gt;
The standard HMG introduced for China is the [[QJZ-89]], available both as an emplacement and on numerous PLA vehicles. A scoped version is unique as an emplaced variant. &lt;br /&gt;
[[File:QJZ-89.jpg|thumb|none|400px|QJZ-89 - 12.7×108mm]]&lt;br /&gt;
[[File:Squad QJZ-89 (1).jpg|thumb|none|600px|Observing both emplaced QJZ-89 variants.]]&lt;br /&gt;
[[File:Squad QJZ-89 (2).jpg|thumb|none|600px|The ejection port cover is flicked up when getting behind the QJZ-89.]]&lt;br /&gt;
[[File:Squad QJZ-89 (3).jpg|thumb|none|600px|The vanilla QJZ HMG in first person.]]&lt;br /&gt;
[[File:Squad QJZ-89 (4).jpg|thumb|none|600px|Focusing on the sights.]]&lt;br /&gt;
[[File:Squad QJZ-89 (5).jpg|thumb|none|600px|The view through the scoped QJZ.]]&lt;br /&gt;
[[File:Squad QJZ-89 (6).jpg|thumb|none|600px|Reloading the HMG - the top cover is flicked up, and the belt box is pulled off at the same time.]]&lt;br /&gt;
[[File:Squad QJZ-89 (7).jpg|thumb|none|600px|Loading in a new 12.7mm belt.]]&lt;br /&gt;
&lt;br /&gt;
=Missile Launchers=&lt;br /&gt;
Anti-tank missile launchers are currently available in ''Squad'' as deployables. Some vehicles are also equipped with missiles.&lt;br /&gt;
&lt;br /&gt;
== 9M133 Kornet==&lt;br /&gt;
The [[AT-14 Spriggan|9M133 Kornet]] anti-tank missile was added to the game in Alpha 12. It is only available to the Russian Ground Forces.&lt;br /&gt;
&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|9K135 Kornet missile launcher system with 9M133 Kornet missile - 152mm]]&lt;br /&gt;
[[File:Squad Kornet (1).jpg|thumb|none|600px|The prebiuilt 9M133 on Jensen's Range.]]&lt;br /&gt;
[[File:Squad Kornet (2).jpg|thumb|none|600px|It is operated from a crouched position.]]&lt;br /&gt;
[[File:Squad Kornet (3.jpg|thumb|none|600px|The view through the Kornet's scope, zoomed in on a target.]]&lt;br /&gt;
[[File:Squad Kornet (4).jpg|thumb|none|600px|Yeet-ing the empty tube over the sandbags after firing a missile.]]&lt;br /&gt;
[[File:Squad Kornet (5).jpg|thumb|none|600px|Setting in a new tube.]]&lt;br /&gt;
[[File:Squad Kornet (6).jpg|thumb|none|600px|Locking it in place.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] anti-tank missile was added to the game in Alpha 11. It is only available to U.S. Army and the British Army. The M2A3 Bradley IFV is also equipped with 2 TOW missiles.&lt;br /&gt;
&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 launcher with daysight tracker, AN/TAS-4A night sight and FCS with inserted battery module - 152mm]]&lt;br /&gt;
[[File:Squad TOW (1).jpg|thumb|none|600px|The M220 + BGM-71 TOW system on the test range.]]&lt;br /&gt;
[[File:Squad TOW (2).jpg|thumb|none|600px|Behind the TOW launcher.]]&lt;br /&gt;
[[File:Squad TOW (3).jpg|thumb|none|600px|Looking through the FCS on its lowest zoom level.]]&lt;br /&gt;
[[File:Squad TOW (4.jpg|thumb|none|600px|Unlocking the TOW's latch system on its reload.]]&lt;br /&gt;
[[File:Squad TOW (5).jpg|thumb|none|600px|Shouldering in another missile tube.]]&lt;br /&gt;
&lt;br /&gt;
==HJ-8 Red Arrow==&lt;br /&gt;
With the V4.0 update, the [[HJ-8]] is the PLA's antitank guided missile emplacement. &lt;br /&gt;
[[File:HJ-8.jpg|thumb|none|400px|HJ-8 - 120mm]]&lt;br /&gt;
[[File:Squad HJ-8 (1).jpg|thumb|none|600px|The HJ-8 Red Arrow turret.]]&lt;br /&gt;
[[File:Squad HJ-8 (2).jpg|thumb|none|600px|Flicking the on switch when manning it. It is actually built unloaded; the initial animation shows the gunner loading the missile.]]&lt;br /&gt;
[[File:Squad HJ-8 (3).jpg|thumb|none|600px|The HJ-8's scope system.]]&lt;br /&gt;
[[File:Squad HJ-8 (4).jpg|thumb|none|600px|Locking in a new missile tube. The spent tube is automatically discarded upon firing.]]&lt;br /&gt;
&lt;br /&gt;
=Other Mounted Weapons=&lt;br /&gt;
This section covers all the rest of the emplacements or vehicle-mounted weapons, with mortars and HMGs covered in the above sections.&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
US Army M1A2 Abrams and M2A3 Bradleys, and the USMC M1A1, LAV-25, and AAVP-7A1 have [[M240C]] coaxial machine guns. Similar FN MAG GPMG/C6 FLEX variants are used on British, Canadian, and Australian armor.&lt;br /&gt;
[[File:M240C.jpg|thumb|none|400px|M240C - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Squad M240C (1).jpg|thumb|none|600px|A closeup of the M240C on the woodland variant of the M1A2.]]&lt;br /&gt;
[[File:Squad M240C (2).jpg|thumb|none|600px|Another view of all of the Abrams' armaments in general, showing the RWS M2A1 and loader's M240 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M240H==&lt;br /&gt;
The [[M240D|M240H]], the US Army Aviation designation for the M240D, is mounted in both of the of gunners' windows of the UH-60M &amp;quot;Grouse&amp;quot; Blackhawk utility helicopter and the Marine's UH-1Y. It is also used in the RAF SA 330 Puma HC2 transport helicopter that is part of the V2.0 update. The ADF's UH-60 uses the same M240H, and their MRH90 (NH90) has a spade-gripped MAG 58. The Canadian CH-146 also has a spade gripped MAG/C6.&lt;br /&gt;
[[File:M240d.jpg|thumb|none|400px|M240D - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Squad M240H (1).jpg|thumb|none|600px|The UH-60M's M240H.]]&lt;br /&gt;
[[File:Squad M240H (2).jpg|thumb|none|600px|Behind the spade-gripped 240.]]&lt;br /&gt;
[[File:Squad M240H (3).jpg|thumb|none|600px|Aiming is done with the front sight + tracer fire.]]&lt;br /&gt;
[[File:Squad M240H (4).jpg|thumb|none|600px|The M240H's reload. The charging handle is pulled when first entering the position, and at the start of empty reloads.]]&lt;br /&gt;
[[File:Squad MAG 58 NH90 (1).jpg|thumb|none|600px|One of the two MAG 58s on the NH90.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are used on the American M2A3 Bradleys, Canadian LAV III 6.0, and the Coyote, ADF ASLAV-25 and USMC LAV-25 armored fighting vehicles.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|400px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|400px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:Squad M242 (1).jpg|thumb|none|600px|The Bushmaster atop the LAV III 6.0.]]&lt;br /&gt;
[[File:Squad M242 Mk 38.jpg|thumb|none|600px|The USS Essex model includes an unusable Mk 38 Bushmaster cannon.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The AAVP7A1 amphibious transport is available for the USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:Squad Mk 19 (1).jpg|thumb|none|600px|An AAVP7A1 on the Pacific training island terrain.]]&lt;br /&gt;
[[File:Squad Mk 19 (2).jpg|thumb|none|600px|Manning the Amtrack's turret.]]&lt;br /&gt;
[[File:Squad Mk 19 (3).jpg|thumb|none|600px|The zoomed-in reticle reveals the different details for the .50cal and 40mm calibers.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
The USS Essex included as part of the V3.0 content has unused [[M61 Vulcan]] CIWS turrets. The CAF, ADF, and USMC commanders can also call for a Hydra rocket strike launched from legacy F/A-18 Hornets.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Squad M61 CIWS.jpg|thumb|none|600px|The front mounted CIWS turret on the Essex's island.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PK Machine Gun|PKT]] can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with a mounted [[Squad#ZU-23-2|ZU-23-2]].&lt;br /&gt;
[[File:Machine gun PKT.jpg|thumb|none|400px|PKT - 7.62x54mmR]]&lt;br /&gt;
[[File:Squad pkt mtlb.jpg|thumb|none|600px|The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.]]&lt;br /&gt;
[[File:Squad pkt aim.jpg|thumb|none|600px|Aiming the PKT.]]&lt;br /&gt;
&lt;br /&gt;
==NSVT==&lt;br /&gt;
The [[NSV|NSVT]] can be found mounted on MT-LBMs belonging to the Russian Ground Forces and Militia.&lt;br /&gt;
&lt;br /&gt;
Note that MT-LBMs do not exist in this configuration, and the only variant of the MT-LB to sport a NSVT turret would be the MT-LBVM, which is identifiable by its wider tracks and mudguards.&lt;br /&gt;
[[File:NSVTMG.jpg|thumb|none|400px|NSVT mounted on a T-84 - 12.7x108mm]]&lt;br /&gt;
[[File:Squad nsvt many.jpg|thumb|none|600px|From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.]]&lt;br /&gt;
[[File:Squad nsvt mtlbm6m.jpg|thumb|none|600px|A closer look at the NSVT.]]&lt;br /&gt;
[[File:Squad nsvt aim.jpg|thumb|none|600px|Aiming the NSVT.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
The [[KPVT Heavy Machine Gun|KPVT]] can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armor-piercing incendiary tracer (API-T) rounds. The turret also has a visible [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT - 14.5x114mm]]&lt;br /&gt;
[[File:Squad kpvt mtlbm6ma.jpg|thumb|none|600px|The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the coaxial PKT to its left and the 6 smoke grenade launchers.]]&lt;br /&gt;
[[File:Squad kpvt btr80.jpg|thumb|none|600px|The KPVT mounted on a Militia BTR-80.]]&lt;br /&gt;
[[File:Squad kpvt brdm2.jpg|thumb|none|600px|The KPVT mounted on an Insurgent BRDM-2.]]&lt;br /&gt;
[[File:Squad kpvt aim.jpg|thumb|none|600px|Aiming the KPVT.]]&lt;br /&gt;
&lt;br /&gt;
==2A72==&lt;br /&gt;
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armor-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the [[Squad#KPVT|KPVT]] above, its turret comes with a [[Squad#PKT|PKT]] coaxial machine gun and 81mm smoke grenade launchers.&lt;br /&gt;
[[File:Squad 2a72 btr82a.jpg|thumb|none|600px|The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT to its left and the 6 smoke grenade launchers.]]&lt;br /&gt;
[[File:Squad 2a72 mtlbm6mb.jpg|thumb|none|600px|The 2A72 mounted on a Militia MT-LBM (6MB) - this variant of the MT-LBM is particularly rare and it's unlikely for a ragtag team of militants to get their hands on it.]]&lt;br /&gt;
[[File:Sqiad 2a72 aim.jpg|thumb|none|600px|Aiming the 2A72.]]&lt;br /&gt;
&lt;br /&gt;
==SPG-9==&lt;br /&gt;
The [[SPG-9 recoilless rifle|SPG-9]] Kopye is available to Insurgents and Militia forces as both an emplacement and a vehicle-mounted weapon. It may fire either OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.&lt;br /&gt;
[[File:Spg-9.jpg|thumb|none|400px|SPG-9 - 73mm]]&lt;br /&gt;
[[File:Squad spg9.jpg|thumb|none|600px|The SPG-9 as a deployable.]]&lt;br /&gt;
[[File:Squad spg9 1p.jpg|thumb|none|600px|The SPG-9 in first person.]]&lt;br /&gt;
[[File:Squad spg9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SPG-9 jeep mount.jpg|thumb|none|400px|SPG-9 recoilless rifle jeep mount - 73mm]]&lt;br /&gt;
[[File:Squad spg9 car.jpg|thumb|none|600px|An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).]]&lt;br /&gt;
&lt;br /&gt;
==UB-32==&lt;br /&gt;
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.&lt;br /&gt;
[[File:squad_ub32_rocket.jpg|thumb|none|600px|On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23-2==&lt;br /&gt;
The [[ZU-23|ZU-23-2]] is available to Insurgents and Militia forces either as an emplacement or a vehicle-mounted weapon. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted [[ZU-23-2]].&lt;br /&gt;
&lt;br /&gt;
While the ZU-23-2 is primarily an anti-aircraft cannon, its current use in ''Squad'' is for destroying infantry with rapid volumes of HE fire.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Squad zu23.jpg|thumb|none|600px|Front view of the ZU-23-2...]]&lt;br /&gt;
[[File:Squad zu23 rear.jpg|thumb|none|600px|...and a view from behind.]]&lt;br /&gt;
[[File:Squad zu23 1p.jpg|thumb|none|600px|The ZU-23-2 in first person.]]&lt;br /&gt;
[[File:Squad zu23 logi.jpg|thumb|none|600px|A ZU-23-2 turret mounted on an Insurgent Ural 375D.]]&lt;br /&gt;
[[File:Squad zu23 logi2.jpg|thumb|none|600px|A closer look at the truck-mounted ZU-23-2 turret.]]&lt;br /&gt;
[[File:Squad zu23 mtlb.jpg|thumb|none|600px|An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the [[Squad#PKT|PKT]] turrets mounted at the front.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Squad_44&amp;diff=1635740</id>
		<title>Squad 44</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Squad_44&amp;diff=1635740"/>
		<updated>2023-12-15T16:27:19Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Squad 44&lt;br /&gt;
|picture   = Post Scriptum Cover.jpg&lt;br /&gt;
|date      = August 9, 2018&lt;br /&gt;
|developer = Offworld Industries&amp;lt;br&amp;gt;Mercury Arts&amp;lt;br&amp;gt;Periscope Games&lt;br /&gt;
|publisher = Offworld Industries&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Squad 44: Letters From The Front''''' (formerly known as ''Post Scriptum'') is a large scale, WWII-set first person tactical shooter developed by UK-based Periscope Games as an offshoot of ''[[Squad]]'' and is published and later developed by ''Squad'''s developer, Offworld Industries. The project began in March 2016 and officially released on Steam Early Access on August 9th, 2018. It initially released as ''Post Scriptum: The Bloody Seventh'' as first released chapter of the game focused on the engagement of the British 1st Airborne Division against German Wehrmacht and SS units during Operation Market Garden in 1944. It was further expanded to include engagements that involved American airborne units. Later chapters, ''Plan Juane'' (depicting the Manstein Plan (Fall Gelb) battle between the French Army and Wehrmacht in 1940), ''Day of Days'' (the landings of Allied forces in Normandy during Operation Overlord), ''Mercury'' (the Invasion of Crete in 1941 with defending ANZAC forces), and ''Watch On The Rhine'' (the Ardennes Offensive in 1944) expanded the fronts throughout WWII. With the rebranding to ''Squad 44'', the game also depicts the battle of Rethymno, the second part of the Invasion of Crete.&lt;br /&gt;
&lt;br /&gt;
As with its parent game, ''Squad 44'' is a multiplayer-only game focused on teamwork and cooperation, featuring combined arms gameplay and highly realistic, detailed weaponry. It has numerous factions depending on the setting of a match, and asymmetrical gameplay and classes between the Allied units and Axis forces.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Squad 44'' portrays historical engagements of Allies and German forces across mainland Europe in 1940 to 1944. The early era of the game's second chapter depicts the French Army's 21 Regiment d'Infanterie engagement of the Wehrmacht during the ''Fall Gelb'' operation. The later '44-set levels are from the first and third chapters and portray the Allied Operations of Market Garden and Overlord, respectively. Operation Market Garden features the British 1st Airborne Division, the Polish Brigade, and the American 82nd Airborne infantry forces supported by Britain's XXX Corps armor against a more developed Wehrmacht and 9.SS-Panzer Division. The Normandy battles of Operation Overlord include American 4th Infantry Division, the 101st Airborne, and the 70th Tank Battalion versus the Wehrmacht's 91st Infantry Division and the 6 Fallschirmjägerregiment.&lt;br /&gt;
&lt;br /&gt;
The Squad system from the parent game has been developed for a faction to have three separate sections for its units - the '''Infantry Section''' encompasses most of the regular classes. The '''Logistics Section''' takes over the FOB/Construction roles from ''Squad'' and has regular riflemen, an NCO, medic, and Combat Engineers. The last section is the '''Armored Section''' and incorporates tank commanders and tankers into their various fighting vehicles.&lt;br /&gt;
&lt;br /&gt;
The general classes of ''Squad 44'' are:&lt;br /&gt;
* '''Officer''' - technically its own &amp;quot;Platoon Commander&amp;quot; section, the Officer role assumes the top of the team's chain of command. The class is meant to be paired with the Infantry Section's Radioman to call in air and artillery support. Officers can opt for a standard rifle or SMG; the latter is the sole option for the Germans. &lt;br /&gt;
* '''NCO''' - The head class of each Infantry and Logistic squad, and the intermediary between them and the Platoon Commander. NCOs have either the standard rifle or SMG for their faction, and in the case of the 1944 Germans, the ''Gruppenführer'' has exclusive use of the StG 44.&lt;br /&gt;
* '''Radioman''' - An Infantry class meant to directly follow the Officer and allow the use of indirect fire support. The latewar kits have the Gewehr 41 for the ''Funker'', and the M1/M1A1 Carbine for Allied units. The early war variants use standard Kar98ks and MAS-36s.&lt;br /&gt;
* '''Rifleman''' - Bog-standard Infantry and Logistics personnel that use each faction's standard service rifle, in addition to frag and smoke grenades. Latewar Allied units have sidearms and the French ''Fusiliers'' and ''Recrues'' only use their older WWI-era rifles. Infantry also bear sandbags, while the Logistics have repair tools.&lt;br /&gt;
* '''Machine Gunner''' - the specialized automatic rifleman Infantry kit. Depending on the faction and era, some have Light Machine Guns that offer more mobility and unsupported aiming, while the Medium Machine Guns have to be deployed on bipods to be aimed effectively but have increased ammunition counts. Sidearms, frag, and smoke grenades are included. &lt;br /&gt;
* '''Marksman''' - Low-count Infantry kit that is issued a scoped bolt-action rifle, a pistol, grenades, and binoculars. &lt;br /&gt;
* '''Medic''' - Generally given a standard rifle, sidearm, grenades, and a Morphine injector as its main tool to resuscitate fallen allies. Available to both Infantry and Logistics, the latter has the repair tool.&lt;br /&gt;
* '''Grenadier''' - Infantry-exclusive kit equipped with Rifle Grenade Launchers and regular hand grenades. Available to all factions except the French; the German ''Schiessbecher'' is not available in that era as a balance measure.&lt;br /&gt;
* '''Sapper''' - Infantry class given SMGs and pistols, and explosives for dealing with enemy vehicles and emplacements. &lt;br /&gt;
* '''Anti-Tank''' - Generally dived into '''Light (LAT)''' and '''Heavy (HAT)''' variations. All bear rifles; the Germans use the Panzerfaust and the Panzerschreck respectively. The British only have a LAT role equipped with the PIAT; the Americans' Bazooka role is a HAT. The latewar Allies have pistol sidearms. A subvariation is also present in the early 1940 era with ''Fusilier antichar'' and ''Panzerabwehrschütze'' AT Rifle kits, as these battles predate the widespread use of handheld rocket launchers &lt;br /&gt;
* '''Light Mortar''' - Equipped with a regular rifle, pistol, and a Light Mortar that can be used in the prone position. The class is in all Infantry Sections except the US Forces. &lt;br /&gt;
* '''Combat Engineer''' - The principal kit of Logistics Sections for constructing emplacements. Generally has three variations - '''HE''' that uses an explosive similar to Sappers, '''AT''' carries antivehicle mines, and '''AP''' has antipersonnel mines. Issued with regular rifles, pistols, grenades, sandbags, E-tools, and repair wrenches. &lt;br /&gt;
* '''Tank Commander''' - Head kit of Armored Sections, equipped with both a SMG and sidearm. Both this and its subordinate kit have repair tools.&lt;br /&gt;
* '''Tank Crew''' - Armored vehicle operator, only given a sidearm and grenades, and also has the building tool.&lt;br /&gt;
&lt;br /&gt;
The high degree of weapon functionality is shared from ''Squad''. The game tracks reserve ammunition by individual magazines, fire selectors have an animation where applicable, and many long arms have sights that can be zeroed or dialed in with correspondingly accurate adjustments made to the actual rear sights. For the sake of simplicity and consistency, all weapons zero by meters (British and American systems typically used imperial yards in reality during WWII).&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Chamelot-Delvigne Model 1873==&lt;br /&gt;
Most classes for the French 21 Regiment d'Infanterie have the archaic [[Chamelot-Delvigne Model 1873]] revolver as an issued sidearm. It is referred to as the '''MAS Mle. 1873''' in game.&lt;br /&gt;
[[File:Chamelot-Delvigne-Model-1873.jpg|thumb|none|400px|Chamelot-Delvigne Mle. 1873 - 11x17.8mmR]]&lt;br /&gt;
[[File:PS Mle 1873 (1).jpg|thumb|none|600px|A French NCO with the Mle. 1873 in the Belgian city of Dinant.]]&lt;br /&gt;
[[File:PS Mle 1873 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:PS Mle 1873 (3).jpg|thumb|none|600px|Reloading round by round.]]&lt;br /&gt;
[[File:PS Mle 1873 (4).jpg|thumb|none|600px|Closing the cylinder latch.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
The [[Enfield No. 2]] revolver is the principal sidearm of the British units in ''Squad 44'', named '''Enfield No. 2 Mk. 1'''. All kits of the faction as well as their tankers get the No. 2 revolver.&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|none|thumb|400px| Enfield No. 2 Mk. I - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:PS Enfield No2 (1).jpg|thumb|none|600px|The Enfield No. 2 in-game, in Holland.]]&lt;br /&gt;
[[File:PS Enfield No2 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:PS Enfield No2 (3).jpg|thumb|none|600px|The start of a reload with the Enfield revolver - the rounds come out, but the ejector doesn't move.]]&lt;br /&gt;
[[File:PS Enfield No2 (4).jpg|thumb|none|600px|Unfortunately, each .38 S&amp;amp;W has to be loaded by hand without the help of any speedloaders.]]&lt;br /&gt;
[[File:PS Enfield No2 (5).jpg|thumb|none|600px|Closing up the No. 2.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The American forces have [[M1911A1]] pistols issued to all classes.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|400px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:PS M1911A1 (1).jpg|thumb|none|600px|A US GI draws and chambers his .45 sidearm.]]&lt;br /&gt;
[[File:PS M1911A1 (2).jpg|thumb|none|600px|The M1911 pistol in idle.]]&lt;br /&gt;
[[File:PS M1911A1 (3).jpg|thumb|none|600px|ADS of the M1911A1.]]&lt;br /&gt;
[[File:PS M1911A1 (4).jpg|thumb|none|600px|Letting out a spent magazine.]]&lt;br /&gt;
[[File:PS M1911A1 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:PS M1911A1 (6).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] is issued in place of the Walther P38 for Wehrmacht kits (except for the ''Sanitäter'') in the 1940 levels.&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Mauser C96 &amp;quot;Pre-War Commercial&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PS C96 (1).jpg|thumb|none|600px|The Mauser C96 on the Stonne level. It doesn't have its holster-stock attached, but is held in carbine fashion anyway.]]&lt;br /&gt;
[[File:PS C96 (2).jpg|thumb|none|600px|Using the C96's sights - they cannot actually be adjusted in-game.]]&lt;br /&gt;
[[File:PS C96 (3).jpg|thumb|none|600px|As with other games, the Mauser pistol is incorrectly shown as having a non-empty bolt hold open feature - the user would have to manually hold it open with one of his hands.]]&lt;br /&gt;
[[File:PS C96 (4).jpg|thumb|none|600px|Withdrawing a partially-used stripper clip results in the bolt correctly going into battery.]]&lt;br /&gt;
[[File:PS C96 (5).jpg|thumb|none|600px|Empty-reloading the C96.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P.08==&lt;br /&gt;
Simply indexed as '''Luger''' in-game, the [[Luger P08]] is issued to the officer/NCO ranked classes for all German units. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|400px|Luger P.08 - 9x19mm]]&lt;br /&gt;
[[File:PS P08 (1).jpg|thumb|none|600px|The Luger P.08 in the hands of a Fallschirmjaeger.]]&lt;br /&gt;
[[File:PS P08 (2).jpg|thumb|none|600px|ADS of the P.08.]]&lt;br /&gt;
[[File:PS P08 (3).jpg|thumb|none|600px|The Luger toggle action cycling, with a spent round flying out.]]&lt;br /&gt;
[[File:PS P08 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:PS P08 (5).jpg|thumb|none|600px|Palming the toggle into battery.]]&lt;br /&gt;
&lt;br /&gt;
==SACM M1935A==&lt;br /&gt;
[[SACM M1935A]] pistols are exclusively available to the ''Fusilier antichar'' and ''Chief ingenieur'' kits for the 1940 era French Army. It is named '''PA 1935A''' in-game.&lt;br /&gt;
[[File:SACM-M1935A.jpg|thumb|none|400px|French SACM M1935A Pistol - 7.65 MAS/7.65 x 22mm Long]]&lt;br /&gt;
[[File:PS M1935A (1).jpg|thumb|none|600px|The SACM M1935A in-game.]]&lt;br /&gt;
[[File:PS M1935A (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:PS M1935A (3).jpg|thumb|none|600px|Reloading the M1935A.]]&lt;br /&gt;
[[File:PS M1935A (4).jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
Most of the specialized German kits have the standard [[Walther P38]] pistol as their sidearm in the 1944-set levels. It is only available to the ''Sanitäter'' in the earlywar 1940 era levels.&lt;br /&gt;
[[File:P38.jpg|thumb|none|400px|Walther P38 pistol - 9x19mm]]&lt;br /&gt;
[[File:PS P38 (1).jpg|thumb|none|600px|Drawing the Walther - the user cocks the hammer.]]&lt;br /&gt;
[[File:PS P38 (2).jpg|thumb|none|600px|A SS soldier with the P38 in Arnhem.]]&lt;br /&gt;
[[File:PS P38 (3).jpg|thumb|none|600px|Aiming at the stacked crate.]]&lt;br /&gt;
[[File:PS P38 (4).jpg|thumb|none|600px|Pulling out an empty magazine.]]&lt;br /&gt;
[[File:PS P38 (5).jpg|thumb|none|600px|Sliding in a new one with the palm.]]&lt;br /&gt;
[[File:PS P38 (6).jpg|thumb|none|600px|The Walter is rechambered by having its slide powerstroked.]]&lt;br /&gt;
[[File:PS P38 (7).jpg|thumb|none|600px|Holstering the P38 - the user reengages the safety and decocks the pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[M1928 Thompson]] is included as part of the Mercury Chapter content, as the SMG for ANZAC Officers and NCOs. &lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PS M1928 Thompson (1).jpg|thumb|none|600px|Patrolling a Greek town with the classic Tommy gun.]]&lt;br /&gt;
[[File:PS M1928 Thompson (2).jpg|thumb|none|600px|Aiming the M1928.]]&lt;br /&gt;
[[File:PS M1928 Thompson (3).jpg|thumb|none|600px|Locking the bolt back during the empty reload.]]&lt;br /&gt;
[[File:PS M1928 Thompson (4).jpg|thumb|none|600px|Setting in a new 50-round drum.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
American Officers and NCOs are equipped with the [[M1A1 Thompson]] submachinegun, with the exception of logistics NCOs, who use the Grease Gun listed below.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:PS M1A1 Thompson (1).jpg|thumb|none|600px|A US Infantry Officer holds his Thompson in the high ready position while riding into Utah Beach.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (2).jpg|thumb|none|600px|Posting up behind a derelict Higgins boat with the M1A1 Thompson.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (3).jpg|thumb|none|600px|The iron sights - only the rear peep is usable.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (4).jpg|thumb|none|600px|Thumbing the firemode selector.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (5).jpg|thumb|none|600px|Reloading the Thompson. On empty, the character smacks a new magazine along the side of the receiver.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (6).jpg|thumb|none|600px|Inserting it.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] is used by US Sappers, logistics NCOs and by tank commanders of the 70th Tank Battalion.&lt;br /&gt;
[[File:M3_Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PS M3 Grease Gun (1).jpg|thumb|none|600px|The M3 Grease Gun out on the test range.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (2).jpg|thumb|none|600px|Aiming with the peep sight.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (3).jpg|thumb|none|600px|Reloading the M3.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (4).jpg|thumb|none|600px|Pulling back the crank style charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
[[MAS-38]] SMGs are available to French Officers and NCOs, and are also used by the combat engineers and by ''Chef de char'' tank commanders.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 -  7.65x20mm Longue]]&lt;br /&gt;
[[File:PS MAS-38 (1).jpg|thumb|none|600px|The MAS-38 in the hands of a French soldier outside of Dinant.]]&lt;br /&gt;
[[File:PS MAS-38 (2).jpg|thumb|none|600px|Aiming the MAS-38. This is the 100m rear aperture, the 200m can also be used.]]&lt;br /&gt;
[[File:PS MAS-38 (3).jpg|thumb|none|600px|Reloading with a new 7.65mm magazine.]]&lt;br /&gt;
[[File:PS MAS-38 (4).jpg|thumb|none|600px|Cycling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==MP 40==&lt;br /&gt;
The [[MP40|MP 40]] is the standard submachinegun used by various classes across the German forces.&lt;br /&gt;
[[File:MP40.jpg|thumb|none|450px|MP 40 - 9x19mm]]&lt;br /&gt;
[[File:PS MP 40 (1).jpg|thumb|none|600px|A Panzer commander armed with the MP 40.]]&lt;br /&gt;
[[File:PS MP 40 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PS MP 40 (3).jpg|thumb|none|600px|After running dry, the character quickly tosses out the magazine...]]&lt;br /&gt;
[[File:PS MP 40 (4).jpg|thumb|none|600px|...locks the bolt back into its safety notch...]]&lt;br /&gt;
[[File:PS MP 40 (5).jpg|thumb|none|600px|...slides in a new mag...]]&lt;br /&gt;
[[File:PS MP 40 (6).jpg|thumb|none|600px|...and smacks the bolt back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
British Airborne Officers and NCOs, Sappers, and Tank Commanders have the [[Sten Mk V]] as a primary weapon. It is the only SMG that can be equipped with a bayonet.&lt;br /&gt;
[[File:Sten Mk5.JPG|thumb|none|450px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:PS Sten MkV (1).jpg|thumb|none|600px|A British Para patrols behind the Arnhem cathedral with his Sten Mk V.]]&lt;br /&gt;
[[File:PS Sten MkV (2).jpg|thumb|none|600px|Using the Mk V's sights.]]&lt;br /&gt;
[[File:PS Sten MkV (3).jpg|thumb|none|600px|Removing a spent magazine from the Sten.]]&lt;br /&gt;
[[File:PS Sten MkV (4).jpg|thumb|none|600px|Reloading with a new mag.]]&lt;br /&gt;
[[File:PS Sten MkV (5).jpg|thumb|none|600px|Working the bolt back - the ejection port always shows it forward, though.]]&lt;br /&gt;
[[File:PS Sten MkV (6).jpg|thumb|none|600px|Affixing the Lee-Enfield No.4 bayonet to the Mk V. Here the vertical grip can be easily seen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
[[Steyr MP34]]s are issued instead of MP40s for 1940 Wehrmacht classes on the Dinant and Stonne levels. It is indexed as the '''MP34(ö)'''; the abbreviation refers to ''Österreich'' (Austria's name in German). Despite having a bayonet lug, the functionality is not used in-game, unlike the Sten Mk V above.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn S1-100/MP34 - 9x19mm]]&lt;br /&gt;
[[File:PS MP34 (1).jpg|thumb|none|600px|The MP34 in-game.]]&lt;br /&gt;
[[File:PS MP34 (2).jpg|thumb|none|600px|Using the Steyr's sights.]]&lt;br /&gt;
[[File:PS MP34 (3).jpg|thumb|none|600px|Actuating the fire selector - it has an animation, but doesn't actually move.]]&lt;br /&gt;
[[File:PS MP34 (4).jpg|thumb|none|600px|Reloading the MP34.]]&lt;br /&gt;
[[File:PS MP34 (5).jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Berthier Mle. 1892 M16==&lt;br /&gt;
[[Berthier Mle 1916]] rifles are used by the French 21 Regiment d'Infanterie Commandant, Combat Engineer, Rifleman, and Sapper kits. &lt;br /&gt;
[[File:Bert-c92 70.jpg|thumb|none|450px|Berthier Model 1916 Carabine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Berthier M1916 (1).jpg|thumb|none|600px|A French ''Sappeur'' armed with the Berthier carbine.]]&lt;br /&gt;
[[File:PS Berthier M1916 (2).jpg|thumb|none|600px|Aiming reveals a shallow rear notch and ultra-thin front post.]]&lt;br /&gt;
[[File:PS Berthier M1916 (3).jpg|thumb|none|600px|Cycling the Berthier's action.]]&lt;br /&gt;
[[File:PS Berthier M1916 (4).jpg|thumb|none|600px|Reloading with a new Mannlicher style clip.]]&lt;br /&gt;
[[File:PS Berthier M1916 (5).jpg|thumb|none|600px|The M1916 can be topped off with loose rounds - three are always shown loaded, regardless of how many have been ejected.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The [[Boys Antitank Rifle]] is used by the French Antitank riflemen kits.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|450px|Boys MkI Anti-Tank Rifle - .55 Boys]]&lt;br /&gt;
[[File:PS Boys (1).jpg|thumb|none|600px|The Boys MkI near the vehicle area on the test range.]]&lt;br /&gt;
[[File:PS Boys (2).jpg|thumb|none|600px|The Boys deployed on the short cobblestone wall.]]&lt;br /&gt;
[[File:PS Boys (3).jpg|thumb|none|600px|Aiming down the small but open sights.]]&lt;br /&gt;
[[File:PS Boys (4).jpg|thumb|none|600px|Slowly working the Boys' gargantuan bolt action.]]&lt;br /&gt;
[[File:PS Boys (5).jpg|thumb|none|600px|Pulling out the magazine.]]&lt;br /&gt;
[[File:PS Boys (6).jpg|thumb|none|600px|Getting a good view of the .55 cartridge before loading in the new one.]]&lt;br /&gt;
[[File:PS Boys (7).jpg|thumb|none|600px|The Boys is always rechambered at the end of its reload.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 41(W)==&lt;br /&gt;
Wehrmacht ''Funker'' radiomen are equipped with the rare Walther model of the [[Gewehr 41]], the immediate predecessor of the [[Gewehr 43]]. As its magazine is fixed, it only loads from clips, but it does have the ability to mount a bayonet.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Walther Gewehr 41 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS G41(W) (1).jpg|thumb|none|600px|A Polish Paratrooper with the Walther G41 on the rifle range.]]&lt;br /&gt;
[[File:PS G41(W) (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:PS G41(W) (3).jpg|thumb|none|600px|Reloading the Gewehr 41 from empty - the soldier holds the second clip in his palm while loading the first.]]&lt;br /&gt;
[[File:PS G41(W) (4).jpg|thumb|none|600px|Setting in the second clip after loading and thumbing out the first. Offsetting the bottom three rounds to the left is a very accurate detail to how cartridges tend to feed off clips and into the internal magazine.]]&lt;br /&gt;
[[File:PS G41(W) (5).jpg|thumb|none|600px|About to rechamber the G41...]]&lt;br /&gt;
[[File:PS G41(W) (6).jpg|thumb|none|600px|...which sends the second clip flying out. The none-empty reload animation is performed by locking the bolt back and ejecting a round, and then loading in one five-shot clip regardless of how many rounds are in the magazine.]]&lt;br /&gt;
[[File:PS G41(W) (7).jpg|thumb|none|600px|Affixing the G41's bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
In turn, the 9.SS-Panzer radioman class uses the [[Gewehr 43]] rifle, with eight magazines rather than clips for reloads.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS G43 (1).jpg|thumb|none|600px|The Gewehr 43, out on a Dutch farm in the rain.]]&lt;br /&gt;
[[File:PS G43 (2).jpg|thumb|none|600px|Aiming the G43.]]&lt;br /&gt;
[[File:PS G43 (3).jpg|thumb|none|600px|Rocking in a new magazine during the reload.]]&lt;br /&gt;
[[File:PS G43 (4).jpg|thumb|none|600px|Chambering the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard issue service rifle for the German military in ''Squad 44''. The ''Scharfschütze'' kits use a Zeiss ZF39 equipped Kar98k as their sniper rifle.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS Kar98k (1).jpg|thumb|none|600px|The Karabiner 98k, in a square of Carentan.]]&lt;br /&gt;
[[File:PS Kar98k (2).jpg|thumb|none|600px|Sighting in the rifle.]]&lt;br /&gt;
[[File:PS Kar98k (3).jpg|thumb|none|600px|Working the bolt-action after firing a shot.]]&lt;br /&gt;
[[File:PS Kar98k (4).jpg|thumb|none|600px|Reloading the Kar 98k with a stripper clip.]]&lt;br /&gt;
[[File:PS Kar98k (5).jpg|thumb|none|600px|Kicking out the empty clip by driving the bolt home.]]&lt;br /&gt;
[[File:PS Kar98k (6).jpg|thumb|none|600px|As with some other weapons in the game, the K98k is also topped off from full stripper clips. The character withdraws and saves the extra rounds.]]&lt;br /&gt;
[[File:PS Kar98k (7).jpg|thumb|none|600px|Affixing the Karabiner's bayonet.]]&lt;br /&gt;
[[File:Kar98k ZF39.jpg|thumb|none|450px|Karabiner 98k sniper rifle with Zeiss ZF39 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS Kar98k ZF39 1).jpg|thumb|none|600px|A German sniper equipped with the Kar98k + ZF39 in the early days of the war.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (2).jpg|thumb|none|600px|The game darkens out the peripheral vision when looking through sniper scopes.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (3).jpg|thumb|none|600px|Opening the action up on a reload.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (4).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (5).jpg|thumb|none|600px|The user turns the rifle over to inspect the chamber...]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (6).jpg|thumb|none|600px|....and mashes the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
French ''Fusilier'' and ''Recrue'' infantry are issued with old [[Lebel Mle 1886]] rifles. The ''Tireur d'elite'' sharpshooter uses the Lebel with the APX 1917 scope as the French never issued [[MAS-36]] with scopes in WWII.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Lebel M1886 (1).jpg|thumb|none|600px|A French Infantrymen of the 21 Regiment, armed with a Lebel rifle in Foqueux.]]&lt;br /&gt;
[[File:PS Lebel M1886 (2).jpg|thumb|none|600px|Bringing up the Mle. 1886 to sight in the rifle.]]&lt;br /&gt;
[[File:PS Lebel M1886 (3).jpg|thumb|none|600px|Opening the Lebel's action after firing the last shot.]]&lt;br /&gt;
[[File:PS Lebel M1886 (4).jpg|thumb|none|600px|Depressing the cartridge elevator...]]&lt;br /&gt;
[[File:PS Lebel M1886 (5).jpg|thumb|none|600px|...and filling it up with 8mm rounds.]]&lt;br /&gt;
[[File:PS Lebel M1886 (6).jpg|thumb|none|600px|Equipping the Lebel's bayonet.]]&lt;br /&gt;
[[File:Apx1917 1.jpg|thumb|none|450px|Lebel Model 1886 Rifle fitted with APX Mle 1917 sniper scope]]&lt;br /&gt;
[[File:PS Lebel APX (1).jpg|thumb|none|600px|The Lebel sniper variant ingame.]]&lt;br /&gt;
[[File:PS Lebel APX (2).jpg|thumb|none|600px|Aiming with the APX 1917 scope.]]&lt;br /&gt;
[[File:PS Lebel APX (3).jpg|thumb|none|600px|Rechambering the Lebel sniper.]]&lt;br /&gt;
[[File:PS Lebel APX (4).jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III*==&lt;br /&gt;
ANZAC forces in the Mercury Chapter use the older [[Lee-Enfield No.1 Mk III*]] pattern as their standard issue rifle. A scoped version is available to their sniper class.&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* - .303 British]]&lt;br /&gt;
[[File:PS SMLE (1).jpg|thumb|none|600px|An ANZAC rifleman with the standard Lee-Enfield rifle.]]&lt;br /&gt;
[[File:PS SMLE (2).jpg|thumb|none|600px|Aiming. The hand positions are reused from the No.4 below.]]&lt;br /&gt;
[[File:PS SMLE (3).jpg|thumb|none|600px|Ejecting out a .303 shell casing.]]&lt;br /&gt;
[[File:PS SMLE (4).jpg|thumb|none|600px|Reloading the SMLE - placing in a charger clip.]]&lt;br /&gt;
[[File:No1MK3.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* (HT) - .303 British]]&lt;br /&gt;
[[File:PS SMLE (5).jpg|thumb|none|600px|The scoped SMLE rifle out at some Crete windmills.]]&lt;br /&gt;
[[File:PS SMLE (6).jpg|thumb|none|600px|Getting a look at the No.1 rifle's right side.]]&lt;br /&gt;
[[File:PS SMLE (7).jpg|thumb|none|600px|The view through the rather low-detailed scope.]]&lt;br /&gt;
[[File:PS SMLE (8).jpg|thumb|none|600px|Reloading the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk 1==&lt;br /&gt;
The [[Lee-Enfield No. 4]] rifle is the standard battle rifle of the UK Armed Forces in ''Squad 44.''&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (1).jpg|thumb|none|600px|A Lee-Enfield No.4 Mk 1 in the hands of a British Para standing next to a Universal Carrier - note the &amp;quot;mad-minute&amp;quot; posture.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (2).jpg|thumb|none|600px|Looking through the 100m battle sights.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (3).jpg|thumb|none|600px|The flip aperture set at the next increment of 200m. It goes up to 1000m.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (4).jpg|thumb|none|600px|Cycling the Enfield's distinctive &amp;quot;clickity-clack&amp;quot; fast action.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (5).jpg|thumb|none|600px|Reloading a five shot charger clip - the partial reload always shows one full one loaded, regardless.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (6).jpg|thumb|none|600px|Both clips are thumbed out, and the bolt is driven home.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (7).jpg|thumb|none|600px|Affixing the No.4's spike bayonet.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (8).jpg|thumb|none|600px|In idle, the Para grips the rifle by its stock.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No.4 Mk 1 (T)===&lt;br /&gt;
British and Polish Airborne snipers use the [[Lee-Enfield No. 4|Lee-Enfield No. 4 Mk 1 (T)]] sniper rifle. Unlike the other scoped rifles in-game, the Lee-Enfield sniper can rechamber while maintaining a view through the scope.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk 1 (T) - .303 British]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (1).jpg|thumb|none|600px|The Lee-Enfield sniper rifle out on the practice range - it is held normally, rather than the mad-minute posture of the infantry pattern.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (2).jpg|thumb|none|600px|The view through the No. 32 Telescopic sight.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (3).jpg|thumb|none|600px|Reloading the Enfield sniper - the fired round is ejected.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (4).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] rifle is the standard service rifle for American forces.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PS M1 Garand (1).jpg|thumb|none|600px|Posting up just outside of Carentan, with the M1 rifle.]]&lt;br /&gt;
[[File:PS M1 Garand (2).jpg|thumb|none|600px|''Squad 44'' portrays the Garand's sights very realistically, most games usually give the M1 a psuedo ghost ring for a rear sight. This is likely to balance it out as the Germans have less issued self loading rifles in turn. The sights also dial from 100 - 600m.]]&lt;br /&gt;
[[File:PS M1 Garand (3).jpg|thumb|none|600px|Pinging out an empty clip, the M1 Garand's signature feature.]]&lt;br /&gt;
[[File:PS M1 Garand (4).jpg|thumb|none|600px|Carefully dropping in a new clip.]]&lt;br /&gt;
[[File:PS M1 Garand (5).jpg|thumb|none|600px|Though, as with a lot of other more modern depictions of the Garand, the en-bloc can be withdrawn for tactical reloads.]]&lt;br /&gt;
[[File:PS M1 Garand (6).jpg|thumb|none|600px|Attaching the bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are available to the US 4th Infantry forces introduced in the &amp;quot;Day of Days&amp;quot; chapter.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:PS M1 Carbine (1).jpg|thumb|none|600px|The M1 Carbine out on the Normandy beaches.]]&lt;br /&gt;
[[File:PS M1 Carbine (2).jpg|thumb|none|600px|ADS with the rear sight set to the 300m setting.]]&lt;br /&gt;
[[File:PS M1 Carbine (3).jpg|thumb|none|600px|Reloading the carbine.]]&lt;br /&gt;
[[File:PS M1 Carbine (4).jpg|thumb|none|600px|About to rechamber.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1A1 Carbine]] is issued to the US Airborne Radioman, Medic, and Combat Engineer classes. British Airborne radiomen kits also have access to the M1A1 Paratrooper carbine.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:PS M1A1 Carbine (1).jpg|thumb|none|600px|A member of the 101st Airborne cautiously approaches [[Band of Brothers#M1A1 Carbine|Cafe de Normandie]] with the M1A1 Paratrooper Carbine.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (2).jpg|thumb|none|600px|Aiming at the chimney - the early style rear sight is adjustable.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (3).jpg|thumb|none|600px|Reloading the fifteen-shot magazine with the left hand.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (4).jpg|thumb|none|600px|Chambering the M1A1 with the right.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A3 Springfield==&lt;br /&gt;
The [[M1903A3 Springfield]] is available to US Army infantry and logistics riflemen as an alternative to the M1 rifle.&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|450px|Remington Arms M1903A3 Rifle - .30-06]]&lt;br /&gt;
[[File:PS M1903A3 (1).jpg|thumb|none|600px|An 82nd Airborne rifleman with his Springfield after dropping into the Netherlands.]]&lt;br /&gt;
[[File:PS M1903A3 (2).jpg|thumb|none|600px|Aiming with the M1903A3's distinct aperture sights.]]&lt;br /&gt;
[[File:PS M1903A3 (3).jpg|thumb|none|600px|Ejecting a spent .30-06 round out of the rifle.]]&lt;br /&gt;
[[File:PS M1903A3 (4).jpg|thumb|none|600px|The M1903A3 also tops off with loose rounds.]]&lt;br /&gt;
[[File:PS M1903A3 (5).jpg|thumb|none|600px|The empty reload starts with grabbing the clip of .30-06 first, and then opening up the action.]]&lt;br /&gt;
[[File:PS M1903A3 (6).jpg|thumb|none|600px|Feeding the cartridges into the magazine.]]&lt;br /&gt;
[[File:PS M1903A3 (7).jpg|thumb|none|600px|Flicking out the empty clip before driving the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
===M1903A4 Springfield===&lt;br /&gt;
American marksmen use the [[M1903A4 Springfield]] sniper rifle, the signature sniper rifle of the US Army in the European theater.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb||none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06]]&lt;br /&gt;
[[File:PS M1903A4 (1).jpg|thumb|none|600px|The M1903A4 out in the fields of Normandy.]]&lt;br /&gt;
[[File:PS M1903A4 (2).jpg|thumb|none|600px|The view down the Weaver scope.]]&lt;br /&gt;
[[File:PS M1903A4 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:PS M1903A4 (4).jpg|thumb|none|600px|Reloading the M1903A4.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is the standard battle rifle for the French Army, though it is issued to specialized kits - NCOs, Radio Operators, Medics, AT and Chief Engineers, and Light Mortarmen. The general riflemen roles are supplemented with its older WWI predecessors.&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm]]&lt;br /&gt;
[[File:PS MAS-36 (1).jpg|thumb|none|600px|Observing a creek with the MAS-36.]]&lt;br /&gt;
[[File:PS MAS-36 (2).jpg|thumb|none|600px|The MAS-36 features a good set of open battle sights.]]&lt;br /&gt;
[[File:PS MAS-36 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:PS MAS-36 (4).jpg|thumb|none|600px|Reloading the rifle with more 7.5mm French cartridges.]]&lt;br /&gt;
[[File:PS MAS-36 (5).jpg|thumb|none|600px|Chambering the MAS-36.]]&lt;br /&gt;
[[File:PS MAS-36 (6).jpg|thumb|none|600px|The non-empty reload has four shots loaded, and the last one removed with the clip.]]&lt;br /&gt;
[[File:PS MAS-36 (7).jpg|thumb|none|600px|Unstowing the MAS's signature French style spike bayonet.]]&lt;br /&gt;
[[File:PS MAS-36 (8).jpg|thumb|none|600px|Screwing it into place.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
German ''Panzerbüchse'' kits use the [[Panzerbüchse 39]], exclusively in the 1940 era. For the later set maps, German forces instead have the more effective man portable rocket launchers.&lt;br /&gt;
[[File:PzB-39-2.jpg|thumb|none|450px|PzB 39 Anti-tank rifle with spare ammunition box - 7.92x94 mm (Patrone 318)]]&lt;br /&gt;
[[File:PS PzB 39 (1).jpg|thumb|none|600px|Deploying the PzB 39 on a chicken coop - the user opens up the right cartridge hopper.]]&lt;br /&gt;
[[File:PS PzB 39 (2).jpg|thumb|none|600px|Aiming the Panzerbüchse.]]&lt;br /&gt;
[[File:PS PzB 39 (3).jpg|thumb|none|600px|Opening the action up after firing a shot.]]&lt;br /&gt;
[[File:PS PzB 39 (4).jpg|thumb|none|600px|Loading in a new Patrone 318.]]&lt;br /&gt;
[[File:PS PzB 39 (5).jpg|thumb|none|600px|Chambering the PzB.]]&lt;br /&gt;
[[File:PS PzB 39 (6).jpg|thumb|none|600px|The hopper can be manually reloaded with another.]]&lt;br /&gt;
&lt;br /&gt;
==StG 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is included and only available in one of the ''Gruppenführer'' loadouts for the latewar German forces.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:PS StG 44 (1).jpg|thumb|none|600px|The StG 44 in the hands of a SS soldier.]]&lt;br /&gt;
[[File:PS StG 44 (2).jpg|thumb|none|600px|Aiming the assault rifle.]]&lt;br /&gt;
[[File:PS StG 44 (3).jpg|thumb|none|600px|Removing a magazine on the reload.]]&lt;br /&gt;
[[File:PS StG 44 (4).jpg|thumb|none|600px|As with the Thompson, the empty reload has the user smack the fresh magazine along the side of the StG.]]&lt;br /&gt;
[[File:PS StG 44 (5).jpg|thumb|none|600px|Rocking in the 7.92mm Kurz magazine.]]&lt;br /&gt;
[[File:PS StG 44 (6).jpg|thumb|none|600px|Charging the StG 44.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk III==&lt;br /&gt;
The Mk III variant of the [[Bren]] machine gun is the machine gun available for British Airborne, XXX Corps soldiers, and the Polish Brigade. It is a lightened development of the Mk II that was issued in July 1944.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:PS Bren (1).jpg|thumb|none|600px|The Bren Mk III out in the rain.]]&lt;br /&gt;
[[File:PS Bren (2).jpg|thumb|none|600px|Aiming - the sights can be adjusted out to 600m.]]&lt;br /&gt;
[[File:PS Bren (3).jpg|thumb|none|600px|Pulling out a dry .303 magazine.]]&lt;br /&gt;
[[File:PS Bren (4).jpg|thumb|none|600px|About to put in a new one, and then lock the action back.]]&lt;br /&gt;
[[File:PS Bren (5).jpg|thumb|none|600px|Deploying the Bren on a post.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The [[Chauchat]] machine gun is one of the two options for French machine gunners.&lt;br /&gt;
[[File:Chauchat without sights.jpg|thumb|450px|none|Chauchat Mle 1915  - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Chauchat (1).jpg|thumb|none|600px|The Chauchat Mle. 1915 on the Stonne map.]]&lt;br /&gt;
[[File:PS Chauchat (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PS Chauchat (3).jpg|thumb|none|600px|Unloading an empty magazine out of the Mle. 1915.]]&lt;br /&gt;
[[File:PS Chauchat (4).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:PS Chauchat (5).jpg|thumb|none|600px|Pulling the bolt back from empty.]]&lt;br /&gt;
[[File:PS Chauchat (6).jpg|thumb|none|600px|Examing the Chauchat with the bolt locked back.]]&lt;br /&gt;
&lt;br /&gt;
==Chatellerault FM24/29==&lt;br /&gt;
[[Chatellerault M1924/29]] machine guns are the second option available to French gunners.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|none|450px|FM 24/29 - 7.5x54mm]]&lt;br /&gt;
[[File:PS FM 24 (1).jpg|thumb|none|600px|Standing alongside the Meuse River with the Chatellerault machine gun.]]&lt;br /&gt;
[[File:PS FM 24 (2).jpg|thumb|none|600px|Using the FM 24/29's distinct sights.]]&lt;br /&gt;
[[File:PS FM 24 (3).jpg|thumb|none|600px|Empty reloads start with the bolt being pulled back first.]]&lt;br /&gt;
[[File:PS FM 24 (4).jpg|thumb|none|600px|Swapping out the magazine.]]&lt;br /&gt;
[[File:PS FM 24 (5).jpg|thumb|none|600px|Deploying the Chatellerault on the improvised bridge.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The German Fallschirmjaeger has a distinct &amp;quot;FG-42 Schütze&amp;quot; class equipped with the second pattern [[FG 42]]. The combination of the muzzle brake and buffered stock results in surprisingly good recoil control even when shooting offhand. &lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS FG 42 (1).jpg|thumb|none|600px|The FG 42 in Carentan.]]&lt;br /&gt;
[[File:PS FG 42 (2).jpg|thumb|none|600px|Aiming; the drum rear sight can adjust up to 1000m.]]&lt;br /&gt;
[[File:PS FG 42 (3).jpg|thumb|none|600px|Working the fire selector - the game does not portray the complex automatic-open bolt/semiauto-closed bolt procedure.]]&lt;br /&gt;
[[File:PS FG 42 (4).jpg|thumb|none|600px|Reloading the FG 42.]]&lt;br /&gt;
[[File:PS FG 42 (5).jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:PS FG 42 (6).jpg|thumb|none|600px|Rechambering the automatic rifle.]]&lt;br /&gt;
[[File:PS FG 42 (7).jpg|thumb|none|600px|Handling the FG 42's bipod. The bayonet is unusable, in favor of the more practical bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
[[Lewis Gun]]s are used by the ANZAC forces as their machine gun. It has to be deployed in order to be aimed, akin to the belt-fed GPMGs. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|450px|Lewis gun Mk I - .303 British]]&lt;br /&gt;
[[File:PS Lewis (1).jpg|thumb|none|600px|The Lewis gun deployed on a low Greek fence. In this position, the gunner holds the stock with his left hand.]]&lt;br /&gt;
[[File:PS Lewis (2).jpg|thumb|none|600px|Aiming with the distinct large adjustable sights.]]&lt;br /&gt;
[[File:PS Lewis (3).jpg|thumb|none|600px|Reloading - the user inspects the pan magazine.]]&lt;br /&gt;
[[File:PS Lewis (4).jpg|thumb|none|600px|Palming it in.]]&lt;br /&gt;
[[File:PS Lewis (5).jpg|thumb|none|600px|Charging the Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The [[M1918A2 BAR]] is one of the two machine guns used by the American forces, offering better mobility and the ability to be aimed offhand compared to its belt-fed brother below.&lt;br /&gt;
[[File:BAR.jpg|thumb|450px|none|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:PS BAR (1).jpg|thumb|none|600px|Advancing on the German defenses on Utah Beach with the M1918A2 BAR.]]&lt;br /&gt;
[[File:PS BAR (2).jpg|thumb|none|600px|The BAR's default 100m rear sight...]]&lt;br /&gt;
[[File:PS BAR (3).jpg|thumb|none|600px|...and its aperture, used from 200m here to 1000m.]]&lt;br /&gt;
[[File:PS BAR (4).jpg|thumb|none|600px|Deploying the Browning on sandbags.]]&lt;br /&gt;
[[File:PS BAR (5).jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:PS BAR (6).jpg|thumb|none|600px|Inspecting a new one before loading it in. The hand positions are a bit out of whack here due the bipod-deployed state.]]&lt;br /&gt;
[[File:PS BAR (7).jpg|thumb|none|600px|Charging the BAR.]]&lt;br /&gt;
&lt;br /&gt;
==M1919A6 Browning==&lt;br /&gt;
American forces also have a machine gunner class equipped with the [[Browning M1919A6]] machine gun, offering a more volume-of-fire oriented choice compared to the maneuverable BAR. &lt;br /&gt;
[[File:M1919a late WWII.jpg|thumb|none|450px|Browning M1919A6 - .30-06 Springfield]]&lt;br /&gt;
[[File:PS M1919A6 (1).jpg|thumb|none|600px|Holding the Browning M1919A6 from the hip, with the carry handle.]]&lt;br /&gt;
[[File:PS M1919A6 (2).jpg|thumb|none|600px|The Browning set up on the sandbags.]]&lt;br /&gt;
[[File:PS M1919A6 (3).jpg|thumb|none|600px|Aiming the M1919A6 with the standard 100m notch.]]&lt;br /&gt;
[[File:PS M1919A6 (4).jpg|thumb|none|600px|The adjustable 200 - 1000m leaf aperture, same as the BAR.]]&lt;br /&gt;
[[File:PS M1919A6 (5).jpg|thumb|none|600px|Handling the top cover on a reload.]]&lt;br /&gt;
[[File:PS M1919A6 (6).jpg|thumb|none|600px|Placing in a new .30-06 belt.]]&lt;br /&gt;
[[File:PS M1919A6 (7).jpg|thumb|none|600px|On empty, the gunner charges the M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
German machine gunners are primarily issued with [[MG34|MG 34]] machine guns, feeding from 75-round ''Gurtrommel 34'' drums. As a medium machine gun, it is only usable in hipfire until deployed on cover or in prone. The fire-selector functionality allows for the single shot trigger to be used. The MG 34 is used in a stationary emplacement on the ''Lafette'' tripod, and is mounted in a few vehicles such as the BMW R75 sidecar and one variant of the Sd.Kfz.251.&lt;br /&gt;
[[File:mg-34man-portable.jpg|thumb|none|450px|MG 34 with Gurtrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 (1).jpg|thumb|none|600px|Examining the MG 34 as seen from the hip.]]&lt;br /&gt;
[[File:PS MG 34 (2).jpg|thumb|none|600px|Aiming the MG after deploying it on the rock.]]&lt;br /&gt;
[[File:PS MG 34 (3).jpg|thumb|none|600px|Empty reloads have the bolt locked back first.]]&lt;br /&gt;
[[File:PS MG 34 (4).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:PS MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm belt.]]&lt;br /&gt;
[[File:PS MG 34 (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|400px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 Lafette.jpg|thumb|none|600px|A prebuilt example of the MG 34 Lafette on the training range.]]&lt;br /&gt;
[[File:PS MG 34 R75 (1).jpg|thumb|none|600px|Looking at the R75 sidecar equipped MG 34.]]&lt;br /&gt;
[[File:PS MG 34 R75 (2).jpg|thumb|none|600px|As seen from riding in the sidecar.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42|MG 42]] is available to German units in the 1944 levels, both as a man-portable MMG feeding from the assault drums, or as a FOB emplacement. It is also mounted in one variation of the Sd.Kfz. 251 halftrack.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with Gurtrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 42 (1).jpg|thumb|none|600px|A MG 42 posted up on the Wehrmacht's defenses on Utah Beach.]]&lt;br /&gt;
[[File:PS MG 42 (2).jpg|thumb|none|600px|Looking through the MG 42's sights.]]&lt;br /&gt;
[[File:PS MG 42 (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:PS MG 42 (4).jpg|thumb|none|600px|Removing an empty assault drum.]]&lt;br /&gt;
[[File:PS MG 42 (5).jpg|thumb|none|600px|Feeding in the belt from a new one.]]&lt;br /&gt;
[[File:PS MG 42 (6).jpg|thumb|none|600px|Palming down the top cover.]]&lt;br /&gt;
[[File:PS MG 42 Lafette (1).jpg|thumb|none|600px|The MG 42 Lafette tripod configuration.]]&lt;br /&gt;
[[File:PS MG 42 Sd.Kfz (1).jpg|thumb|none|600px|The MG 42 atop a ''Hanomag''.]]&lt;br /&gt;
[[File:PS MG 42 Sd.Kfz (2).jpg|thumb|none|600px|Manning the armored MG.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-26==&lt;br /&gt;
[[ZB-26]] machine guns are issued in place of the then non-existent MG 42 for the Wehrmacht in the 1940 maps. It is indexed under its Wehrmacht designation, '''MG-26(t)''', in-game.&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB-26 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS ZB-26 (1).jpg|thumb|none|600px|The ZB-26 in the German deployment zone at Stonne.]]&lt;br /&gt;
[[File:PS ZB-26 (2).jpg|thumb|none|600px|Aiming the ZB.]]&lt;br /&gt;
[[File:PS ZB-26 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:PS ZB-26 (4).jpg|thumb|none|600px|Unloading a spent magazine from the ZB-26.]]&lt;br /&gt;
[[File:PS ZB-26 (5).jpg|thumb|none|600px|Setting in a new one.]]&lt;br /&gt;
[[File:PS ZB-26 (6).jpg|thumb|none|600px|Charging the machine gun.]]&lt;br /&gt;
[[File:PS ZB-26 (7).jpg|thumb|none|600px|The ZB-26 deployed on the sandbags.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Enfield Cup Grenade Launcher==&lt;br /&gt;
The [[No.1 Mk.I Cup Discharger]], affixed to the [[Lee-Enfield No. 4]] is issued to the British Forces' Grenadiers, with 4 Mills Bomb projectiles. &lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:PS Cup Discharger (1).jpg|thumb|none|600px|The Grenadier Enfield out in the Osterbeek countryside.]]&lt;br /&gt;
[[File:PS Cup Discharger (2).jpg|thumb|none|600px|It can be dialed in from 25m to 250m - the Mills grenades are heavy projectiles.]]&lt;br /&gt;
[[File:PS Cup Discharger (3).jpg|thumb|none|600px|Pulling the pin off a Mills at the start of a reload.]]&lt;br /&gt;
[[File:PS Cup Discharger (4).jpg|thumb|none|600px|Setting the projectile in the cup.]]&lt;br /&gt;
[[File:PS Cup Discharger (5).jpg|thumb|none|600px|Loading in a &amp;quot;blank&amp;quot; cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
German ''Schiessbecher'' grenadiers use the [[K98k]] equipped with the [[Gewehrgranatengerät]] device. It only has the ''Gewehr-Sprenggranate'' as the available projectile. &lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|450px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|thumb|none|450px|''Gewehrgranatengerät'' mounted on Kar98k rifle]]&lt;br /&gt;
[[File:PS Gewehrgranat (1).jpg|thumb|none|600px|The Gewehrgranatengerät in-game.]]&lt;br /&gt;
[[File:PS Gewehrgranat (2).jpg|thumb|none|600px|Aiming at 100m - it zeroes from 25m to 200m.]]&lt;br /&gt;
[[File:PS Gewehrgranat (3).jpg|thumb|none|600px|Loading in the projectile.]]&lt;br /&gt;
[[File:PS Gewehrgranat (4).jpg|thumb|none|600px|And reloading the launching cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] in conjunction with the [[M1 Garand]] is issued to American Grenadier kits. It has the most options for projectiles, included [[Mk 2 hand grenade|Mk. 2]] fragmentation warheads for infantry, [[M9A1 Rifle Grenade]]s for anti-armor/vehicle use, and M16 Smoke Grenades for concealment. &lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|450px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:PS M7 Frag (1).jpg|thumb|none|600px|The M1/M7 combo with the Mk 2 fragmentation round loaded.]]&lt;br /&gt;
[[File:PS M7 Frag (2).jpg|thumb|none|600px|Aiming - all rounds zero from 50m to 200m.]]&lt;br /&gt;
[[File:PS M7 Frag (3).jpg|thumb|none|600px|Latching in another frag round.]]&lt;br /&gt;
[[File:PS M7 Frag (4).jpg|thumb|none|600px|Pulling the pin out.]]&lt;br /&gt;
[[File:PS M7 Frag (5).jpg|thumb|none|600px|Loading in a blank cartridge.]]&lt;br /&gt;
[[File:M9A1 Rifle Grenade.jpg|thumb|400px|none|M9A1 22mm Rifle Grenade]]&lt;br /&gt;
[[File:PS M7 AT (1).jpg|thumb|none|600px|The M9A1 AT grenade in-game.]]&lt;br /&gt;
[[File:PS M7 AT (2).jpg|thumb|none|600px|The M9A1 aimed at 100m.]]&lt;br /&gt;
[[File:PS M7 AT (3).jpg|thumb|none|600px|Reloading the AT grenade.]]&lt;br /&gt;
[[File:PS M7 Smoke (1).jpg|thumb|none|600px|Idling with the smoke round configuration.]]&lt;br /&gt;
[[File:PS M7 Smoke (3).jpg|thumb|none|600px|Aiming at 200m.]]&lt;br /&gt;
[[File:PS M7 Smoke (2).jpg|thumb|none|600px|Loading up another smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
US 4th Infantry Division Bazooka troops use the [[M1A1 &amp;quot;Bazooka&amp;quot;]] rocket launcher.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka on the practice range.]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the M1A1; the sights adjust from 100 to 200 to 300 meters.]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading a HEAT warhead. Unfortunately, the necessary step of connecting the rocket to the battery is skipped.]]&lt;br /&gt;
&lt;br /&gt;
==M9A1 Bazooka==&lt;br /&gt;
The [[M9A1 &amp;quot;Bazooka&amp;quot;]] variant is used by the 82nd and 101st Airborne Bazooka kits. &lt;br /&gt;
[[File:M9A1 Bazooka.jpg|thumb|none|450px|M9A1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:PS M9A1 (1).jpg|thumb|none|600px|Viewing the M9A1 Bazooka tube.]]&lt;br /&gt;
[[File:PS M9A1 (2).jpg|thumb|none|600px|Aiming through the rudimentary optical sight.]]&lt;br /&gt;
[[File:PS M9A1 (3).jpg|thumb|none|600px|Reloading the rocket warhead.]]&lt;br /&gt;
[[File:PS M9A1 (4).jpg|thumb|none|600px|Setting it in fully.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 60==&lt;br /&gt;
The German Forces 1944-era ''Leichte Panzerabwehr'' kit has the [[Panzerfaust 60]] disposable launcher.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|450px|Panzerfaust 60 - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:PS Panzerfaust (1).jpg|thumb|none|600px|Viewing the Panzerfaust 60 launcher.]]&lt;br /&gt;
[[File:PS Panzerfaust (2).jpg|thumb|none|600px|Using the sights - it can be zeroed at each notch.]]&lt;br /&gt;
[[File:PS Panzerfaust (3).jpg|thumb|none|600px|Pulling the safety pin out of another Panzerfaust.]]&lt;br /&gt;
[[File:PS Panzerfaust (4).jpg|thumb|none|600px|Flicking up the leaf sight.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] launcher is used by the German ''Schwere Panzerabwehr'' class in the 1944 era levels, and has two rockets. It goes by its full German moniker of '''''Raketenpanzerbüchse 54''''' in-game.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:PS Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the hands of a SS Panzergrenadier.]]&lt;br /&gt;
[[File:PS Panzerschreck (2).jpg|thumb|none|600px|Using the RPzB's non-adjustable sights.]]&lt;br /&gt;
[[File:PS Panzerschreck (3).jpg|thumb|none|600px|As with many WWII games, it reloads similar to the Bazooka variants despite being a much longer tube.]]&lt;br /&gt;
[[File:PS Panzerschreck (4).jpg|thumb|none|600px|''Squad 44'' also unfortunately emits the necessary step of connecting the rocket to the launching battery.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
British and Polish Light AT units utilize the [[PIAT]] launcher as their anti-vehicle launcher.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|450px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:PS PIAT (1).jpg|thumb|none|600px|The PIAT out next to the Arnhem Bridge.]]&lt;br /&gt;
[[File:PS PIAT (2).jpg|thumb|none|600px|Aiming - each of the sights can be used for ranging.]]&lt;br /&gt;
[[File:PS PIAT (3).jpg|thumb|none|600px|Reloading the 3.25 in warhead after blasting the bunkerhouse.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
French 21 Regiment forces have the [[F1 hand grenade]] as their standard fragmentation grenade. &lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|150px|F1 hand grenade with Mle1935 fuse]]&lt;br /&gt;
[[File:PS F1 (1).jpg|thumb|none|600px|The F1 Grenade along the Meuse River.]]&lt;br /&gt;
[[File:PS F1 (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
The magnetic [[Hafthohlladung]] Anti Tank Mine is issued to German Heavy and Light Antitank, and Sapper kits. It has to be manually placed and functions on a timed fuse.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|250px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:PS HHL (1).jpg|thumb|none|600px|A German LAT with the HHL mine.]]&lt;br /&gt;
[[File:PS HHL (2).jpg|thumb|none|600px|The HHL placed on an hapless Dutch phone booth.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade/Mine==&lt;br /&gt;
American and British forces have the [[Mk-II No. 75 Hawkins Grenade/Mine]] as an explosive used by their Sapper and Bazooka/PIAT classes. It functions identical to the HHL mine.&lt;br /&gt;
[[File:Hawkinsmine.JPG|thumb|none|400px|Mk-II No. 75 Hawkins Grenade/Mine]]&lt;br /&gt;
[[File:PS Hawkins.jpg|thumb|none|600px|The Hawkins Mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
[[M1 Mine|M1A1 Mine]]s are used by American Combat Engineers. &lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:PS M1A1 AT.jpg|thumb|none|600px|The M1A1 Mine in first person.]]&lt;br /&gt;
&lt;br /&gt;
==M2A1 Mine==&lt;br /&gt;
The [[M2 Mine]] is used as the antipersonnel mine for US engineers. &lt;br /&gt;
[[File:M2A3 Mine.jpg|thumb|none|250px|M2A3 Anti-personel mine]]&lt;br /&gt;
[[File:PS M2A1 AP.jpg|thumb|none|600px|Holding the M2A1 AP mine.]]&lt;br /&gt;
&lt;br /&gt;
==M8 Smoke Grenade==&lt;br /&gt;
The [[AN/M8 HC smoke grenade]] is used by American forces, with both white and red versions. &lt;br /&gt;
[[File:AN-M8.jpg|thumb|none|200px|AN/M8 HC smoke grenade]]&lt;br /&gt;
[[File:PS M8 Smoke (1).jpg|thumb|none|600px|A US Soldier with the M8 Smoke grenade.]]&lt;br /&gt;
[[File:PS M8 Smoke (2).jpg|thumb|none|600px|About to toss a M8 while watching another one release its cloud.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are the offensive grenade of choice for the British units.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk. I Mills Bomb]]&lt;br /&gt;
[[File:PS No. 36 Mills (1).jpg|thumb|none|600px|The Mills Bomb in a British encampment.]]&lt;br /&gt;
[[File:PS No. 36 Mills (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1935 Mine==&lt;br /&gt;
The '''Mle 1935 Mine''' is a heavy antitank mine used by the French HAT ''Ingénieur de combat''.&lt;br /&gt;
[[File:PS Mle 1935 AT.jpg|thumb|none|600px|The Mle 1935 HAT mine, which features a camouflage finish.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1936 Mine==&lt;br /&gt;
The '''Mle 1936''' is given to the French LAT Engineer, as a smaller yield antivehicle mine.&lt;br /&gt;
[[File:PS Mle 1936 LAT.jpg|thumb|none|600px|Holding the Mle 1936 mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1939 AP Mine==&lt;br /&gt;
'''Mle 1939 Mine'''s are the last French mine type, used by engineers for antipersonnel use. &lt;br /&gt;
[[File:PS Mle 1939 AP.jpg|thumb|none|600px|The Mle 1939 AP mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] is the standard fragmentation grenade for US forces, appearing as the '''Mk.II Frag''' in-game.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot;High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:PS Mk 2 (1).jpg|thumb|none|600px|The Mk 2 Grenade along a street in Graves.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 AP Mine==&lt;br /&gt;
'''Mk. II AP Mines''' are issued to British Combat Engineers.&lt;br /&gt;
[[File:Mk II AP mine.jpg|thumb|none|300px|Mark II AP Mine]]&lt;br /&gt;
[[File:PS Mk II AP.jpg|thumb|none|600px|Holding the Mk. II mine.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The German units are equipped with the iconic [[Model 24 Stielhandgranate]] for their explosive hand grenade. The ''Geballte Ladung'' bundled charge serves as an AT grenade, used by both of the Antitank kits - the Light only gets one bundle, while the Heavy gets two.&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|300px|Model 24 Stielhandgranate high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:PS Stielhandgranate (1).jpg|thumb|none|600px|The M24 Stielhandgranate in the hands of a German paratrooper.]]&lt;br /&gt;
[[File:PS Stielhandgranate (2).jpg|thumb|none|600px|Pulling the fuse before tossing the stick grenade.]]&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:PS Geballte Ladung (1).jpg|thumb|none|600px|A Wehrmacht Light AT holding the ''Geballte Ladung''.]]&lt;br /&gt;
[[File:PS Geballte Ladung (2).jpg|thumb|none|600px|About to pull the fuse.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The 1940-era Wehrmacht uses the [[Model 39 Eihandgranate]] instead of stick grenades on the Dinant and Stonne levels. &lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:PS M39 Eihandgranate (1).jpg|thumb|none|600px|A German NCO with the Eihandgranate on top of the Dinant Citadelle.]]&lt;br /&gt;
[[File:PS M39 Eihandgranate (2).jpg|thumb|none|600px|Unscrewing the fuse cap.]]&lt;br /&gt;
&lt;br /&gt;
==Nebelhandgranate 39==&lt;br /&gt;
[[Nebelhandgranate 39]]s are the smoke grenades used by the German forces.&lt;br /&gt;
[[File:M39Smoke.jpg|thumb|none|350px|Nebelhandgranate 39]]&lt;br /&gt;
[[File:PS Nb 39 (1).jpg|thumb|none|600px|The Nebelhandgranate 39 in the hands of a SS trooper.]]&lt;br /&gt;
[[File:PS Nb 39 (2).jpg|thumb|none|600px|Unscrewing the cap before pulling the pin and throwing, just like the Stielhandgranate.]]&lt;br /&gt;
&lt;br /&gt;
==No. 77 WP==&lt;br /&gt;
British units use the [[No. 77 Smoke Grenade]]. Unlike the other harmless smoke grenades, the No. 77 has a lethal detonation of White Phosphorous smoke, although the smoke cloud lingers for a shorter duration than other factions' equivalents. &lt;br /&gt;
[[File:No77Mk1can.jpg|thumb|none|200px|No. 77, W.P. MK. 1 Incendiary Smoke hand grenade]]&lt;br /&gt;
[[File:PS No. 77 (1).jpg|thumb|none|600px|The No. 77 WP grenade in the hands of a Para.]]&lt;br /&gt;
[[File:PS No. 77 (2).jpg|thumb|none|600px|Thumbing off the fuse head before throwing the device.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 Gammon Grenade==&lt;br /&gt;
The [[Gammon Grenade]] is available to the British LAT, Grenadier, and Sapper classes as an AT grenade. It appears as the '''Gammon Bomb'''.&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|Gammon Grenade]]&lt;br /&gt;
[[File:PS No. 82 (1).jpg|thumb|none|600px|The No. 82 in-game.]]&lt;br /&gt;
[[File:PS No. 82 (2).jpg|thumb|none|600px|Preparing to toss it, similar to the No. 77.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
German ''Kampfingenieurs'' are equipped with the [[S-Mine]] for antipersonnel use.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:PS S-Mine.jpg|thumb|none|600px|Holding a ''Schrapnellmine''.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35==&lt;br /&gt;
The [[Tellermine 35]] is the standard AT mine for German combat engineers.&lt;br /&gt;
[[File:Tellermine35.jpg|thumb|none|350px|Tellermine 35 Anti-tank mine]]&lt;br /&gt;
[[File:PS TM-35.jpg|thumb|none|600px|Looking down on the Tellermine 35, which shows that it is the original version with the brown top.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
==Brandt Mle 1937==&lt;br /&gt;
The French ''Mortier legier'' is equipped with a '''Brandt Mle 1937''' small mortar.&lt;br /&gt;
[[File:PS Brandt Mle 1937 (1).jpg|thumb|none|600px|A French mortarman with the Mle 1937 undeployed.]]&lt;br /&gt;
[[File:PS Brandt Mle 1937 (2).jpg|thumb|none|600px|The mortar set up in Foqueax. It zeroes from an alarmingly close 20m to 420m.]]&lt;br /&gt;
[[File:PS Brandt Mle 1937 (3).jpg|thumb|none|600px|Dropping in a round; the tube is set to 250m here.]]&lt;br /&gt;
&lt;br /&gt;
==Granatwerfer 34==&lt;br /&gt;
The [[Granatwerfer 34 Mortar]] is the emplaced medium mortar for the German forces. &lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[File:PS GrW 34 (1).jpg|thumb|none|600px|The GrW 34 on the Arnhem training range.]]&lt;br /&gt;
[[File:PS GrW 34 (2).jpg|thumb|none|600px|Using the mortar.]]&lt;br /&gt;
[[File:PS GrW 34 (3).jpg|thumb|none|600px|As with ''Squad'', a ranging table is provided when aiming through the scope.]]&lt;br /&gt;
&lt;br /&gt;
==Granatwerfer 36==&lt;br /&gt;
German ''Leichter Mörser'' troops use the [[Granatwerfer 36 Mortar]].&lt;br /&gt;
[[File:5cm-granatwerfer-36.jpg|thumb|none|400px|5-cm leichter Granatwerfer 36 Mortar]]&lt;br /&gt;
[[File:PS GrW 36 (1).jpg|thumb|none|600px|The GrW 36 in hand.]]&lt;br /&gt;
[[File:PS GrW 36 (2).jpg|thumb|none|600px|About to fire a round - the mortar dials in from 65m to 240m.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
American units have the [[M2 Mortar]] as their constructible mortar emplacement. &lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|400px|M2 Mortar - 60mm]]&lt;br /&gt;
[[File:PS M2 Mortar (1).jpg|thumb|none|600px|The unbuilt M2 Mortar set...]]&lt;br /&gt;
[[File:PS M2 Mortar (2).jpg|thumb|none|600px|...and after construction.]]&lt;br /&gt;
[[File:PS M2 Mortar (3).jpg|thumb|none|600px|Using the M2.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch==&lt;br /&gt;
The [[Ordnance ML 3 inch Mortar]] serves as the emplaced medium mortar for British and French forces.&lt;br /&gt;
[[File:3inch.jpg|thumb|none|350px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[File:PS ML 3in (3).jpg|thumb|none|600px|An unconstructed ML 3in tube.]]&lt;br /&gt;
[[File:PS ML 3in (4).jpg|thumb|none|600px|The ML built up.]]&lt;br /&gt;
[[File:PS ML 3in (5).jpg|thumb|none|600px|Manning the mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 4.2 inch==&lt;br /&gt;
The '''Ordnance ML 4.2inch''' is the heavy mortar emplacement for the British and French factions.&lt;br /&gt;
[[File:PS ML 4.2in (1).jpg|thumb|none|600px|The ML 4.2in emplacement.]]&lt;br /&gt;
[[File:PS ML 4.2in (2).jpg|thumb|none|600px|Manning the ML Mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance SBML 2 inch==&lt;br /&gt;
The 1st Airborne Division's Light Mortar class has the [[Ordnance SBML 2 inch Mortar]], with both HE and smoke rounds.&lt;br /&gt;
[[File:2inch Mortar.jpg|thumb|none|400px|Ordnance SBML 2 inch Mortar]]&lt;br /&gt;
[[File:PS SBML (1).jpg|thumb|none|600px|Holding the SBML on the training range.]]&lt;br /&gt;
[[File:PS SBML (2).jpg|thumb|none|600px|The tube deployed in the prone position.]]&lt;br /&gt;
[[File:PS SBML (3).jpg|thumb|none|600px|Using the left hand to fire the SBML.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==APX 47mm==&lt;br /&gt;
The French Army uses the '''APX 47mm''' antitank gun on the Dinant and Stonne levels. It appears as a towable emplacement and also on the Laffly W15TCC truck, in a rear-facing bed mount.&lt;br /&gt;
[[File:PS APX 47mm (1).jpg|thumb|none|600px|A spawned-in 47mm APX gun, in its original light blue-grey.]]&lt;br /&gt;
[[File:PS APX 47mm (2).jpg|thumb|none|600px|View through the APX's gunsight.]]&lt;br /&gt;
[[File:PS APX 47mm (3).jpg|thumb|none|600px|The W15TCC-mouned 47mm cannon with a camouflage finish.]]&lt;br /&gt;
&lt;br /&gt;
==FlaK 38==&lt;br /&gt;
The [[2cm FlaK 38]] antiaircraft cannon is a constructible German FOB emplacement. Sd.KFz.8 trucks also have a single FlaK 38 emplaced on their rear beds. &lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|450px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:PS FlaK 38 (1).jpg|thumb|none|600px|The FlaK 38 in its truck emplacement.]]&lt;br /&gt;
[[File:PS FlaK 38 (2).jpg|thumb|none|600px|Using the default scope.]]&lt;br /&gt;
[[File:PS FlaK 38 (3).jpg|thumb|none|600px|The alternate pendulum sight view can be used, but it is static and only really works with horizontal tracking and the default vertical point of aim.]]&lt;br /&gt;
[[File:PS FlaK 38 (4).jpg|thumb|none|600px|The standalone FlaK 38. A FlaK 36 is visible behind it.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
[[Hotchkiss M1914]] machine guns are buildable MG emplacements for the 1940 French forces.&lt;br /&gt;
[[File:M1914Hotchkiss.jpg|thumb|none|450px|Hotchkiss M1914 with tripod - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (1).jpg|thumb|none|600px|A Hotchkiss Mle 1914 built out on Stonne.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (2).jpg|thumb|none|600px|Using the Mle 1914.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (4).jpg|thumb|none|600px|The feed strip correctly feeds through the Hotchkiss as it fires. It can be reloaded from non-empty states, but the partial strip simply vanishes.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (5).jpg|thumb|none|600px|Reloading another strip - the charging handle is never used.]]&lt;br /&gt;
&lt;br /&gt;
==KwK 30==&lt;br /&gt;
Several German armored vehicles have '''2 cm KwK 30 L/55''' autocannons, such as the 1940-era Panzer II and the 1944s Sd.Kfz.222 &lt;br /&gt;
[[File:PS KwK 30 (1).jpg|thumb|none|600px|The KwK 30 in the PzKpfw II turret, alongside a co-axial MG 34.]]&lt;br /&gt;
[[File:PS KwK 30 (2).jpg|thumb|none|600px|And as seen on the Sd.Kfz.222. The 1940 era German vehicles come in the default ''Dunkelgrau'' gray scheme, while the 1944 models have camoflauge paint.]]&lt;br /&gt;
[[File:PS KwK 30 (3).jpg|thumb|none|600px|Manning the armored car's turret position.]]&lt;br /&gt;
[[File:PS KwK 30 (4).jpg|thumb|none|600px|The commander's view of the 222's armaments.]]&lt;br /&gt;
&lt;br /&gt;
==M1919A4 Browning==&lt;br /&gt;
[[Browning M1919A4]] are used by American forces, in both standalone buildable versions and mounted on several different tanks and armored vehicles.&lt;br /&gt;
[[File:M1919A4Browning.jpg|thumb|none|450px|Browning M1919A4 on an M2 tripod - .30-06]]&lt;br /&gt;
[[File:M1919A4 pintle.jpg|thumb|none|450px|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
[[File:PS M1919A4 (1).jpg|thumb|none|600px|A built standalone Browning M1919A4.]]&lt;br /&gt;
[[File:PS M1919A4 (2).jpg|thumb|none|600px|Using the .30cal.]]&lt;br /&gt;
[[File:PS M1919A4 (3).jpg|thumb|none|600px|ADS of the M1919A4.]]&lt;br /&gt;
[[File:PS M1919A4 (4).jpg|thumb|none|600px|Opening the Browning's top cover.]]&lt;br /&gt;
[[File:PS M1919A4 (5).jpg|thumb|none|600px|Placing in another .30-06 belt.]]&lt;br /&gt;
[[File:PS M1919A4 (6).jpg|thumb|none|600px|About the charge the M1919 from empty.]]&lt;br /&gt;
&lt;br /&gt;
==M2A1 Browning==&lt;br /&gt;
The [[Browning M2]] is mounted on the US M3 Halftrack. It reuses the M2A1 model from ''Squad'', which is anachronistic for WWII. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG]]&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:PS M2A1 (1).jpg|thumb|none|600px|The M3 Halftrack-mounted M2A1 - here the modern slotted flash hider and QCB handle are obvious.]]&lt;br /&gt;
[[File:PS M2A1 (2).jpg|thumb|none|600px|Entering the M2A1's position involves charging the machine gun, as is standard procedure.]]&lt;br /&gt;
[[File:PS M2A1 (3).jpg|thumb|none|600px|The turret in idle.]]&lt;br /&gt;
[[File:PS M2A1 (4).jpg|thumb|none|600px|Aiming the Browning.]]&lt;br /&gt;
[[File:PS M2A1 (5).jpg|thumb|none|600px|Reloading is identical to ''Squad'' as well.]]&lt;br /&gt;
[[File:PS M2A1 (6).jpg|thumb|none|600px|Setting in the new ammo belt - the charging handle is pulled again if empty.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
German armored vehicles and Panzers mount the [[MG34 Panzerlauf|MG 34 Panzerlauf]] in numerous installations. It does reuse the heatshield of the regular MG 34 rather than the proper reinforced jacket.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 Panzerlauf (1).jpg|thumb|none|600px|The MG 34 Panzerlauf in the hull installation on a PzKpfw V Panther.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The 1944 Allied forces have the '''Ordnance QF 6-pounder''' as their towable artillery emplacement.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:PS QF-6 (1).jpg|thumb|none|600px|The default QF 6-pounder on the Arnhem test range.]]&lt;br /&gt;
[[File:PS QF-6 (2).jpg|thumb|none|600px|Aiming the cannon.]]&lt;br /&gt;
&lt;br /&gt;
==Pak 36==&lt;br /&gt;
The [[3.7 cm Pak 35/36]] is used by the 1940-era Wehrmacht in the Dinant and Stonne maps. &lt;br /&gt;
[[File:Pak36 helsinki 1.jpg|thumb|none|400px|3.7 cm Pak 35/36 anti-tank gun - 37×249 mm R]]&lt;br /&gt;
[[File:PS Pak 36 (1).jpg|thumb|none|600px|A freshly spawned Pak 36.]]&lt;br /&gt;
[[File:PS Pak 36 (2).jpg|thumb|none|600px|Looking through the Pak's scope.]]&lt;br /&gt;
[[File:PS Pak 36 (3).jpg|thumb|none|600px|It is one of the few cannons where the reload animation is actually visible from the raised viewpoint.]]&lt;br /&gt;
&lt;br /&gt;
==Pak 38==&lt;br /&gt;
German forces in 1944 have the [[5 cm Pak 38]] as their antitank artillery piece. &lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|450px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:PS Pak 38 (1).jpg|thumb|none|600px|The Pak 38 in-game.]]&lt;br /&gt;
[[File:PS Pak 38 (2).jpg|thumb|none|600px|Manning the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Reibel Mle. 1931==&lt;br /&gt;
The [[Reibel Machine Gun|Reibel Mle. 31]], the tank-mounted derivative of the [[Chatellerault]], is mounted in French armored vehicles. It is generally referred to as the &amp;quot;MAC Mle 1931&amp;quot; in the vehicle HUD.&lt;br /&gt;
[[File:Reibel.jpg|thumb|none|450px|Reibel Mle. 31 (in right-feeding configuration, with stock) - 7.5x54mm French]]&lt;br /&gt;
[[File:PS Mle 1931 (1).jpg|thumb|none|600px|A Mle 1931 machine in the coaxial position on the turret of the Panhard 178. In this particular vehicle it is labeled as the &amp;quot;Reibel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British Willys Jeeps have a single [[Vickers K]] machine gun mounted in the right side passenger seat.&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|450px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:PS Vickers K (1).jpg|thumb|none|600px|The Vickers K mounted on the British Jeep.]]&lt;br /&gt;
[[File:PS Vickers K (2).jpg|thumb|none|600px|Using the Vickers.]]&lt;br /&gt;
[[File:PS Vickers K (3).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:PS Vickers K (4).jpg|thumb|none|600px|Reloading the Vickers K.]]&lt;br /&gt;
[[File:PS Vickers K (5).jpg|thumb|none|600px|Working the charging handle from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
[[Vickers Mk1]] machine guns are buildable emplacements for all Allied factions in ''Squad 44.''&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|450px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (1).jpg|thumb|none|600px|The Vickers Mk1 in-game.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (2).jpg|thumb|none|600px|Manning the Vickers, with additional cover built up.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (4).jpg|thumb|none|600px|Reloading the Mk1.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (5).jpg|thumb|none|600px|Charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53/Besa==&lt;br /&gt;
The [[ZB-53]] machine gun is mounted in the 1940-era German Panzer 38(t), and the BSA produced '''Besa''' variant is used in British armored vehicles. &lt;br /&gt;
[[File:ZB-53 machine gun no turret.jpg|thumb|none|450px|ZB 53 / vz. 37 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS ZB-53 (1).jpg|thumb|none|600px|Getting a good look at the Pz. 38(t)'s armament.]]&lt;br /&gt;
[[File:PS ZB-53 (2).jpg|thumb|none|600px|The alternate view of the radio operator's ZB-53 - it can be aimed by tracer fire, actually.]]&lt;br /&gt;
[[File:BESA.jpg|thumb|none|450px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:PS Besa (1).jpg|thumb|none|600px|A dirty Besa MG on the British Daimler Armored Car.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Squad_44&amp;diff=1635739</id>
		<title>Squad 44</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Squad_44&amp;diff=1635739"/>
		<updated>2023-12-15T16:26:24Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Squad 44&lt;br /&gt;
|picture   = Post Scriptum Cover.jpg&lt;br /&gt;
|date      = August 9, 2018&lt;br /&gt;
|developer = Offworld Industries&amp;lt;br&amp;gt;Mercury Arts&amp;lt;br&amp;gt;Periscope Games&lt;br /&gt;
|publisher = Offworld Industries&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Squad 44: Letters From The Front''''' (formerly known as ''Post Scriptum'') is a large scale, WWII-set first person tactical shooter developed by UK-based Periscope Games as an offshoot of ''[[Squad]]'' and is published and later developed by ''Squad'''s developer, Offworld Industries. The project began in March 2016 and officially released on Steam Early Access on August 9th, 2018. It initially released as ''Post Scriptum: The Bloody Seventh'' as first released chapter of the game focused on the engagement of the British 1st Airborne Division against German Wehrmacht and SS units during Operation Market Garden in 1944. It was further expanded to include engagements that involved American airborne units. Later chapters, ''Plan Juane'' (depicting the Manstein Plan (Fall Gelb) battle between the French Army and Wehrmacht in 1940), ''Day of Days'' (the landings of Allied forces in Normandy during Operation Overlord), ''Mercury'' (the Invasion of Crete in 1941 with defending ANZAC forces), and ''Watch On The Rhine'' (the Ardennes Offensive in 1944). With the rebranding to ''Squad 44'', the game also depicts the battle of Rethymno, the second part of the Invasion of Crete.&lt;br /&gt;
&lt;br /&gt;
As with its parent game, ''Squad 44'' is a multiplayer-only game focused on teamwork and cooperation, featuring combined arms gameplay and highly realistic, detailed weaponry. It has numerous factions depending on the setting of a match, and asymmetrical gameplay and classes between the Allied units and Axis forces.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Squad 44'' portrays historical engagements of Allies and German forces across mainland Europe in 1940 to 1944. The early era of the game's second chapter depicts the French Army's 21 Regiment d'Infanterie engagement of the Wehrmacht during the ''Fall Gelb'' operation. The later '44-set levels are from the first and third chapters and portray the Allied Operations of Market Garden and Overlord, respectively. Operation Market Garden features the British 1st Airborne Division, the Polish Brigade, and the American 82nd Airborne infantry forces supported by Britain's XXX Corps armor against a more developed Wehrmacht and 9.SS-Panzer Division. The Normandy battles of Operation Overlord include American 4th Infantry Division, the 101st Airborne, and the 70th Tank Battalion versus the Wehrmacht's 91st Infantry Division and the 6 Fallschirmjägerregiment.&lt;br /&gt;
&lt;br /&gt;
The Squad system from the parent game has been developed for a faction to have three separate sections for its units - the '''Infantry Section''' encompasses most of the regular classes. The '''Logistics Section''' takes over the FOB/Construction roles from ''Squad'' and has regular riflemen, an NCO, medic, and Combat Engineers. The last section is the '''Armored Section''' and incorporates tank commanders and tankers into their various fighting vehicles.&lt;br /&gt;
&lt;br /&gt;
The general classes of ''Squad 44'' are:&lt;br /&gt;
* '''Officer''' - technically its own &amp;quot;Platoon Commander&amp;quot; section, the Officer role assumes the top of the team's chain of command. The class is meant to be paired with the Infantry Section's Radioman to call in air and artillery support. Officers can opt for a standard rifle or SMG; the latter is the sole option for the Germans. &lt;br /&gt;
* '''NCO''' - The head class of each Infantry and Logistic squad, and the intermediary between them and the Platoon Commander. NCOs have either the standard rifle or SMG for their faction, and in the case of the 1944 Germans, the ''Gruppenführer'' has exclusive use of the StG 44.&lt;br /&gt;
* '''Radioman''' - An Infantry class meant to directly follow the Officer and allow the use of indirect fire support. The latewar kits have the Gewehr 41 for the ''Funker'', and the M1/M1A1 Carbine for Allied units. The early war variants use standard Kar98ks and MAS-36s.&lt;br /&gt;
* '''Rifleman''' - Bog-standard Infantry and Logistics personnel that use each faction's standard service rifle, in addition to frag and smoke grenades. Latewar Allied units have sidearms and the French ''Fusiliers'' and ''Recrues'' only use their older WWI-era rifles. Infantry also bear sandbags, while the Logistics have repair tools.&lt;br /&gt;
* '''Machine Gunner''' - the specialized automatic rifleman Infantry kit. Depending on the faction and era, some have Light Machine Guns that offer more mobility and unsupported aiming, while the Medium Machine Guns have to be deployed on bipods to be aimed effectively but have increased ammunition counts. Sidearms, frag, and smoke grenades are included. &lt;br /&gt;
* '''Marksman''' - Low-count Infantry kit that is issued a scoped bolt-action rifle, a pistol, grenades, and binoculars. &lt;br /&gt;
* '''Medic''' - Generally given a standard rifle, sidearm, grenades, and a Morphine injector as its main tool to resuscitate fallen allies. Available to both Infantry and Logistics, the latter has the repair tool.&lt;br /&gt;
* '''Grenadier''' - Infantry-exclusive kit equipped with Rifle Grenade Launchers and regular hand grenades. Available to all factions except the French; the German ''Schiessbecher'' is not available in that era as a balance measure.&lt;br /&gt;
* '''Sapper''' - Infantry class given SMGs and pistols, and explosives for dealing with enemy vehicles and emplacements. &lt;br /&gt;
* '''Anti-Tank''' - Generally dived into '''Light (LAT)''' and '''Heavy (HAT)''' variations. All bear rifles; the Germans use the Panzerfaust and the Panzerschreck respectively. The British only have a LAT role equipped with the PIAT; the Americans' Bazooka role is a HAT. The latewar Allies have pistol sidearms. A subvariation is also present in the early 1940 era with ''Fusilier antichar'' and ''Panzerabwehrschütze'' AT Rifle kits, as these battles predate the widespread use of handheld rocket launchers &lt;br /&gt;
* '''Light Mortar''' - Equipped with a regular rifle, pistol, and a Light Mortar that can be used in the prone position. The class is in all Infantry Sections except the US Forces. &lt;br /&gt;
* '''Combat Engineer''' - The principal kit of Logistics Sections for constructing emplacements. Generally has three variations - '''HE''' that uses an explosive similar to Sappers, '''AT''' carries antivehicle mines, and '''AP''' has antipersonnel mines. Issued with regular rifles, pistols, grenades, sandbags, E-tools, and repair wrenches. &lt;br /&gt;
* '''Tank Commander''' - Head kit of Armored Sections, equipped with both a SMG and sidearm. Both this and its subordinate kit have repair tools.&lt;br /&gt;
* '''Tank Crew''' - Armored vehicle operator, only given a sidearm and grenades, and also has the building tool.&lt;br /&gt;
&lt;br /&gt;
The high degree of weapon functionality is shared from ''Squad''. The game tracks reserve ammunition by individual magazines, fire selectors have an animation where applicable, and many long arms have sights that can be zeroed or dialed in with correspondingly accurate adjustments made to the actual rear sights. For the sake of simplicity and consistency, all weapons zero by meters (British and American systems typically used imperial yards in reality during WWII).&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Chamelot-Delvigne Model 1873==&lt;br /&gt;
Most classes for the French 21 Regiment d'Infanterie have the archaic [[Chamelot-Delvigne Model 1873]] revolver as an issued sidearm. It is referred to as the '''MAS Mle. 1873''' in game.&lt;br /&gt;
[[File:Chamelot-Delvigne-Model-1873.jpg|thumb|none|400px|Chamelot-Delvigne Mle. 1873 - 11x17.8mmR]]&lt;br /&gt;
[[File:PS Mle 1873 (1).jpg|thumb|none|600px|A French NCO with the Mle. 1873 in the Belgian city of Dinant.]]&lt;br /&gt;
[[File:PS Mle 1873 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:PS Mle 1873 (3).jpg|thumb|none|600px|Reloading round by round.]]&lt;br /&gt;
[[File:PS Mle 1873 (4).jpg|thumb|none|600px|Closing the cylinder latch.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
The [[Enfield No. 2]] revolver is the principal sidearm of the British units in ''Squad 44'', named '''Enfield No. 2 Mk. 1'''. All kits of the faction as well as their tankers get the No. 2 revolver.&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|none|thumb|400px| Enfield No. 2 Mk. I - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:PS Enfield No2 (1).jpg|thumb|none|600px|The Enfield No. 2 in-game, in Holland.]]&lt;br /&gt;
[[File:PS Enfield No2 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:PS Enfield No2 (3).jpg|thumb|none|600px|The start of a reload with the Enfield revolver - the rounds come out, but the ejector doesn't move.]]&lt;br /&gt;
[[File:PS Enfield No2 (4).jpg|thumb|none|600px|Unfortunately, each .38 S&amp;amp;W has to be loaded by hand without the help of any speedloaders.]]&lt;br /&gt;
[[File:PS Enfield No2 (5).jpg|thumb|none|600px|Closing up the No. 2.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The American forces have [[M1911A1]] pistols issued to all classes.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|400px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:PS M1911A1 (1).jpg|thumb|none|600px|A US GI draws and chambers his .45 sidearm.]]&lt;br /&gt;
[[File:PS M1911A1 (2).jpg|thumb|none|600px|The M1911 pistol in idle.]]&lt;br /&gt;
[[File:PS M1911A1 (3).jpg|thumb|none|600px|ADS of the M1911A1.]]&lt;br /&gt;
[[File:PS M1911A1 (4).jpg|thumb|none|600px|Letting out a spent magazine.]]&lt;br /&gt;
[[File:PS M1911A1 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:PS M1911A1 (6).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] is issued in place of the Walther P38 for Wehrmacht kits (except for the ''Sanitäter'') in the 1940 levels.&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Mauser C96 &amp;quot;Pre-War Commercial&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PS C96 (1).jpg|thumb|none|600px|The Mauser C96 on the Stonne level. It doesn't have its holster-stock attached, but is held in carbine fashion anyway.]]&lt;br /&gt;
[[File:PS C96 (2).jpg|thumb|none|600px|Using the C96's sights - they cannot actually be adjusted in-game.]]&lt;br /&gt;
[[File:PS C96 (3).jpg|thumb|none|600px|As with other games, the Mauser pistol is incorrectly shown as having a non-empty bolt hold open feature - the user would have to manually hold it open with one of his hands.]]&lt;br /&gt;
[[File:PS C96 (4).jpg|thumb|none|600px|Withdrawing a partially-used stripper clip results in the bolt correctly going into battery.]]&lt;br /&gt;
[[File:PS C96 (5).jpg|thumb|none|600px|Empty-reloading the C96.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P.08==&lt;br /&gt;
Simply indexed as '''Luger''' in-game, the [[Luger P08]] is issued to the officer/NCO ranked classes for all German units. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|400px|Luger P.08 - 9x19mm]]&lt;br /&gt;
[[File:PS P08 (1).jpg|thumb|none|600px|The Luger P.08 in the hands of a Fallschirmjaeger.]]&lt;br /&gt;
[[File:PS P08 (2).jpg|thumb|none|600px|ADS of the P.08.]]&lt;br /&gt;
[[File:PS P08 (3).jpg|thumb|none|600px|The Luger toggle action cycling, with a spent round flying out.]]&lt;br /&gt;
[[File:PS P08 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:PS P08 (5).jpg|thumb|none|600px|Palming the toggle into battery.]]&lt;br /&gt;
&lt;br /&gt;
==SACM M1935A==&lt;br /&gt;
[[SACM M1935A]] pistols are exclusively available to the ''Fusilier antichar'' and ''Chief ingenieur'' kits for the 1940 era French Army. It is named '''PA 1935A''' in-game.&lt;br /&gt;
[[File:SACM-M1935A.jpg|thumb|none|400px|French SACM M1935A Pistol - 7.65 MAS/7.65 x 22mm Long]]&lt;br /&gt;
[[File:PS M1935A (1).jpg|thumb|none|600px|The SACM M1935A in-game.]]&lt;br /&gt;
[[File:PS M1935A (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:PS M1935A (3).jpg|thumb|none|600px|Reloading the M1935A.]]&lt;br /&gt;
[[File:PS M1935A (4).jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
Most of the specialized German kits have the standard [[Walther P38]] pistol as their sidearm in the 1944-set levels. It is only available to the ''Sanitäter'' in the earlywar 1940 era levels.&lt;br /&gt;
[[File:P38.jpg|thumb|none|400px|Walther P38 pistol - 9x19mm]]&lt;br /&gt;
[[File:PS P38 (1).jpg|thumb|none|600px|Drawing the Walther - the user cocks the hammer.]]&lt;br /&gt;
[[File:PS P38 (2).jpg|thumb|none|600px|A SS soldier with the P38 in Arnhem.]]&lt;br /&gt;
[[File:PS P38 (3).jpg|thumb|none|600px|Aiming at the stacked crate.]]&lt;br /&gt;
[[File:PS P38 (4).jpg|thumb|none|600px|Pulling out an empty magazine.]]&lt;br /&gt;
[[File:PS P38 (5).jpg|thumb|none|600px|Sliding in a new one with the palm.]]&lt;br /&gt;
[[File:PS P38 (6).jpg|thumb|none|600px|The Walter is rechambered by having its slide powerstroked.]]&lt;br /&gt;
[[File:PS P38 (7).jpg|thumb|none|600px|Holstering the P38 - the user reengages the safety and decocks the pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[M1928 Thompson]] is included as part of the Mercury Chapter content, as the SMG for ANZAC Officers and NCOs. &lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PS M1928 Thompson (1).jpg|thumb|none|600px|Patrolling a Greek town with the classic Tommy gun.]]&lt;br /&gt;
[[File:PS M1928 Thompson (2).jpg|thumb|none|600px|Aiming the M1928.]]&lt;br /&gt;
[[File:PS M1928 Thompson (3).jpg|thumb|none|600px|Locking the bolt back during the empty reload.]]&lt;br /&gt;
[[File:PS M1928 Thompson (4).jpg|thumb|none|600px|Setting in a new 50-round drum.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
American Officers and NCOs are equipped with the [[M1A1 Thompson]] submachinegun, with the exception of logistics NCOs, who use the Grease Gun listed below.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:PS M1A1 Thompson (1).jpg|thumb|none|600px|A US Infantry Officer holds his Thompson in the high ready position while riding into Utah Beach.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (2).jpg|thumb|none|600px|Posting up behind a derelict Higgins boat with the M1A1 Thompson.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (3).jpg|thumb|none|600px|The iron sights - only the rear peep is usable.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (4).jpg|thumb|none|600px|Thumbing the firemode selector.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (5).jpg|thumb|none|600px|Reloading the Thompson. On empty, the character smacks a new magazine along the side of the receiver.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (6).jpg|thumb|none|600px|Inserting it.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] is used by US Sappers, logistics NCOs and by tank commanders of the 70th Tank Battalion.&lt;br /&gt;
[[File:M3_Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PS M3 Grease Gun (1).jpg|thumb|none|600px|The M3 Grease Gun out on the test range.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (2).jpg|thumb|none|600px|Aiming with the peep sight.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (3).jpg|thumb|none|600px|Reloading the M3.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (4).jpg|thumb|none|600px|Pulling back the crank style charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
[[MAS-38]] SMGs are available to French Officers and NCOs, and are also used by the combat engineers and by ''Chef de char'' tank commanders.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 -  7.65x20mm Longue]]&lt;br /&gt;
[[File:PS MAS-38 (1).jpg|thumb|none|600px|The MAS-38 in the hands of a French soldier outside of Dinant.]]&lt;br /&gt;
[[File:PS MAS-38 (2).jpg|thumb|none|600px|Aiming the MAS-38. This is the 100m rear aperture, the 200m can also be used.]]&lt;br /&gt;
[[File:PS MAS-38 (3).jpg|thumb|none|600px|Reloading with a new 7.65mm magazine.]]&lt;br /&gt;
[[File:PS MAS-38 (4).jpg|thumb|none|600px|Cycling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==MP 40==&lt;br /&gt;
The [[MP40|MP 40]] is the standard submachinegun used by various classes across the German forces.&lt;br /&gt;
[[File:MP40.jpg|thumb|none|450px|MP 40 - 9x19mm]]&lt;br /&gt;
[[File:PS MP 40 (1).jpg|thumb|none|600px|A Panzer commander armed with the MP 40.]]&lt;br /&gt;
[[File:PS MP 40 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PS MP 40 (3).jpg|thumb|none|600px|After running dry, the character quickly tosses out the magazine...]]&lt;br /&gt;
[[File:PS MP 40 (4).jpg|thumb|none|600px|...locks the bolt back into its safety notch...]]&lt;br /&gt;
[[File:PS MP 40 (5).jpg|thumb|none|600px|...slides in a new mag...]]&lt;br /&gt;
[[File:PS MP 40 (6).jpg|thumb|none|600px|...and smacks the bolt back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
British Airborne Officers and NCOs, Sappers, and Tank Commanders have the [[Sten Mk V]] as a primary weapon. It is the only SMG that can be equipped with a bayonet.&lt;br /&gt;
[[File:Sten Mk5.JPG|thumb|none|450px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:PS Sten MkV (1).jpg|thumb|none|600px|A British Para patrols behind the Arnhem cathedral with his Sten Mk V.]]&lt;br /&gt;
[[File:PS Sten MkV (2).jpg|thumb|none|600px|Using the Mk V's sights.]]&lt;br /&gt;
[[File:PS Sten MkV (3).jpg|thumb|none|600px|Removing a spent magazine from the Sten.]]&lt;br /&gt;
[[File:PS Sten MkV (4).jpg|thumb|none|600px|Reloading with a new mag.]]&lt;br /&gt;
[[File:PS Sten MkV (5).jpg|thumb|none|600px|Working the bolt back - the ejection port always shows it forward, though.]]&lt;br /&gt;
[[File:PS Sten MkV (6).jpg|thumb|none|600px|Affixing the Lee-Enfield No.4 bayonet to the Mk V. Here the vertical grip can be easily seen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
[[Steyr MP34]]s are issued instead of MP40s for 1940 Wehrmacht classes on the Dinant and Stonne levels. It is indexed as the '''MP34(ö)'''; the abbreviation refers to ''Österreich'' (Austria's name in German). Despite having a bayonet lug, the functionality is not used in-game, unlike the Sten Mk V above.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn S1-100/MP34 - 9x19mm]]&lt;br /&gt;
[[File:PS MP34 (1).jpg|thumb|none|600px|The MP34 in-game.]]&lt;br /&gt;
[[File:PS MP34 (2).jpg|thumb|none|600px|Using the Steyr's sights.]]&lt;br /&gt;
[[File:PS MP34 (3).jpg|thumb|none|600px|Actuating the fire selector - it has an animation, but doesn't actually move.]]&lt;br /&gt;
[[File:PS MP34 (4).jpg|thumb|none|600px|Reloading the MP34.]]&lt;br /&gt;
[[File:PS MP34 (5).jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Berthier Mle. 1892 M16==&lt;br /&gt;
[[Berthier Mle 1916]] rifles are used by the French 21 Regiment d'Infanterie Commandant, Combat Engineer, Rifleman, and Sapper kits. &lt;br /&gt;
[[File:Bert-c92 70.jpg|thumb|none|450px|Berthier Model 1916 Carabine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Berthier M1916 (1).jpg|thumb|none|600px|A French ''Sappeur'' armed with the Berthier carbine.]]&lt;br /&gt;
[[File:PS Berthier M1916 (2).jpg|thumb|none|600px|Aiming reveals a shallow rear notch and ultra-thin front post.]]&lt;br /&gt;
[[File:PS Berthier M1916 (3).jpg|thumb|none|600px|Cycling the Berthier's action.]]&lt;br /&gt;
[[File:PS Berthier M1916 (4).jpg|thumb|none|600px|Reloading with a new Mannlicher style clip.]]&lt;br /&gt;
[[File:PS Berthier M1916 (5).jpg|thumb|none|600px|The M1916 can be topped off with loose rounds - three are always shown loaded, regardless of how many have been ejected.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The [[Boys Antitank Rifle]] is used by the French Antitank riflemen kits.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|450px|Boys MkI Anti-Tank Rifle - .55 Boys]]&lt;br /&gt;
[[File:PS Boys (1).jpg|thumb|none|600px|The Boys MkI near the vehicle area on the test range.]]&lt;br /&gt;
[[File:PS Boys (2).jpg|thumb|none|600px|The Boys deployed on the short cobblestone wall.]]&lt;br /&gt;
[[File:PS Boys (3).jpg|thumb|none|600px|Aiming down the small but open sights.]]&lt;br /&gt;
[[File:PS Boys (4).jpg|thumb|none|600px|Slowly working the Boys' gargantuan bolt action.]]&lt;br /&gt;
[[File:PS Boys (5).jpg|thumb|none|600px|Pulling out the magazine.]]&lt;br /&gt;
[[File:PS Boys (6).jpg|thumb|none|600px|Getting a good view of the .55 cartridge before loading in the new one.]]&lt;br /&gt;
[[File:PS Boys (7).jpg|thumb|none|600px|The Boys is always rechambered at the end of its reload.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 41(W)==&lt;br /&gt;
Wehrmacht ''Funker'' radiomen are equipped with the rare Walther model of the [[Gewehr 41]], the immediate predecessor of the [[Gewehr 43]]. As its magazine is fixed, it only loads from clips, but it does have the ability to mount a bayonet.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Walther Gewehr 41 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS G41(W) (1).jpg|thumb|none|600px|A Polish Paratrooper with the Walther G41 on the rifle range.]]&lt;br /&gt;
[[File:PS G41(W) (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:PS G41(W) (3).jpg|thumb|none|600px|Reloading the Gewehr 41 from empty - the soldier holds the second clip in his palm while loading the first.]]&lt;br /&gt;
[[File:PS G41(W) (4).jpg|thumb|none|600px|Setting in the second clip after loading and thumbing out the first. Offsetting the bottom three rounds to the left is a very accurate detail to how cartridges tend to feed off clips and into the internal magazine.]]&lt;br /&gt;
[[File:PS G41(W) (5).jpg|thumb|none|600px|About to rechamber the G41...]]&lt;br /&gt;
[[File:PS G41(W) (6).jpg|thumb|none|600px|...which sends the second clip flying out. The none-empty reload animation is performed by locking the bolt back and ejecting a round, and then loading in one five-shot clip regardless of how many rounds are in the magazine.]]&lt;br /&gt;
[[File:PS G41(W) (7).jpg|thumb|none|600px|Affixing the G41's bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
In turn, the 9.SS-Panzer radioman class uses the [[Gewehr 43]] rifle, with eight magazines rather than clips for reloads.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS G43 (1).jpg|thumb|none|600px|The Gewehr 43, out on a Dutch farm in the rain.]]&lt;br /&gt;
[[File:PS G43 (2).jpg|thumb|none|600px|Aiming the G43.]]&lt;br /&gt;
[[File:PS G43 (3).jpg|thumb|none|600px|Rocking in a new magazine during the reload.]]&lt;br /&gt;
[[File:PS G43 (4).jpg|thumb|none|600px|Chambering the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard issue service rifle for the German military in ''Squad 44''. The ''Scharfschütze'' kits use a Zeiss ZF39 equipped Kar98k as their sniper rifle.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS Kar98k (1).jpg|thumb|none|600px|The Karabiner 98k, in a square of Carentan.]]&lt;br /&gt;
[[File:PS Kar98k (2).jpg|thumb|none|600px|Sighting in the rifle.]]&lt;br /&gt;
[[File:PS Kar98k (3).jpg|thumb|none|600px|Working the bolt-action after firing a shot.]]&lt;br /&gt;
[[File:PS Kar98k (4).jpg|thumb|none|600px|Reloading the Kar 98k with a stripper clip.]]&lt;br /&gt;
[[File:PS Kar98k (5).jpg|thumb|none|600px|Kicking out the empty clip by driving the bolt home.]]&lt;br /&gt;
[[File:PS Kar98k (6).jpg|thumb|none|600px|As with some other weapons in the game, the K98k is also topped off from full stripper clips. The character withdraws and saves the extra rounds.]]&lt;br /&gt;
[[File:PS Kar98k (7).jpg|thumb|none|600px|Affixing the Karabiner's bayonet.]]&lt;br /&gt;
[[File:Kar98k ZF39.jpg|thumb|none|450px|Karabiner 98k sniper rifle with Zeiss ZF39 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS Kar98k ZF39 1).jpg|thumb|none|600px|A German sniper equipped with the Kar98k + ZF39 in the early days of the war.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (2).jpg|thumb|none|600px|The game darkens out the peripheral vision when looking through sniper scopes.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (3).jpg|thumb|none|600px|Opening the action up on a reload.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (4).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (5).jpg|thumb|none|600px|The user turns the rifle over to inspect the chamber...]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (6).jpg|thumb|none|600px|....and mashes the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
French ''Fusilier'' and ''Recrue'' infantry are issued with old [[Lebel Mle 1886]] rifles. The ''Tireur d'elite'' sharpshooter uses the Lebel with the APX 1917 scope as the French never issued [[MAS-36]] with scopes in WWII.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Lebel M1886 (1).jpg|thumb|none|600px|A French Infantrymen of the 21 Regiment, armed with a Lebel rifle in Foqueux.]]&lt;br /&gt;
[[File:PS Lebel M1886 (2).jpg|thumb|none|600px|Bringing up the Mle. 1886 to sight in the rifle.]]&lt;br /&gt;
[[File:PS Lebel M1886 (3).jpg|thumb|none|600px|Opening the Lebel's action after firing the last shot.]]&lt;br /&gt;
[[File:PS Lebel M1886 (4).jpg|thumb|none|600px|Depressing the cartridge elevator...]]&lt;br /&gt;
[[File:PS Lebel M1886 (5).jpg|thumb|none|600px|...and filling it up with 8mm rounds.]]&lt;br /&gt;
[[File:PS Lebel M1886 (6).jpg|thumb|none|600px|Equipping the Lebel's bayonet.]]&lt;br /&gt;
[[File:Apx1917 1.jpg|thumb|none|450px|Lebel Model 1886 Rifle fitted with APX Mle 1917 sniper scope]]&lt;br /&gt;
[[File:PS Lebel APX (1).jpg|thumb|none|600px|The Lebel sniper variant ingame.]]&lt;br /&gt;
[[File:PS Lebel APX (2).jpg|thumb|none|600px|Aiming with the APX 1917 scope.]]&lt;br /&gt;
[[File:PS Lebel APX (3).jpg|thumb|none|600px|Rechambering the Lebel sniper.]]&lt;br /&gt;
[[File:PS Lebel APX (4).jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III*==&lt;br /&gt;
ANZAC forces in the Mercury Chapter use the older [[Lee-Enfield No.1 Mk III*]] pattern as their standard issue rifle. A scoped version is available to their sniper class.&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* - .303 British]]&lt;br /&gt;
[[File:PS SMLE (1).jpg|thumb|none|600px|An ANZAC rifleman with the standard Lee-Enfield rifle.]]&lt;br /&gt;
[[File:PS SMLE (2).jpg|thumb|none|600px|Aiming. The hand positions are reused from the No.4 below.]]&lt;br /&gt;
[[File:PS SMLE (3).jpg|thumb|none|600px|Ejecting out a .303 shell casing.]]&lt;br /&gt;
[[File:PS SMLE (4).jpg|thumb|none|600px|Reloading the SMLE - placing in a charger clip.]]&lt;br /&gt;
[[File:No1MK3.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* (HT) - .303 British]]&lt;br /&gt;
[[File:PS SMLE (5).jpg|thumb|none|600px|The scoped SMLE rifle out at some Crete windmills.]]&lt;br /&gt;
[[File:PS SMLE (6).jpg|thumb|none|600px|Getting a look at the No.1 rifle's right side.]]&lt;br /&gt;
[[File:PS SMLE (7).jpg|thumb|none|600px|The view through the rather low-detailed scope.]]&lt;br /&gt;
[[File:PS SMLE (8).jpg|thumb|none|600px|Reloading the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk 1==&lt;br /&gt;
The [[Lee-Enfield No. 4]] rifle is the standard battle rifle of the UK Armed Forces in ''Squad 44.''&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (1).jpg|thumb|none|600px|A Lee-Enfield No.4 Mk 1 in the hands of a British Para standing next to a Universal Carrier - note the &amp;quot;mad-minute&amp;quot; posture.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (2).jpg|thumb|none|600px|Looking through the 100m battle sights.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (3).jpg|thumb|none|600px|The flip aperture set at the next increment of 200m. It goes up to 1000m.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (4).jpg|thumb|none|600px|Cycling the Enfield's distinctive &amp;quot;clickity-clack&amp;quot; fast action.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (5).jpg|thumb|none|600px|Reloading a five shot charger clip - the partial reload always shows one full one loaded, regardless.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (6).jpg|thumb|none|600px|Both clips are thumbed out, and the bolt is driven home.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (7).jpg|thumb|none|600px|Affixing the No.4's spike bayonet.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (8).jpg|thumb|none|600px|In idle, the Para grips the rifle by its stock.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No.4 Mk 1 (T)===&lt;br /&gt;
British and Polish Airborne snipers use the [[Lee-Enfield No. 4|Lee-Enfield No. 4 Mk 1 (T)]] sniper rifle. Unlike the other scoped rifles in-game, the Lee-Enfield sniper can rechamber while maintaining a view through the scope.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk 1 (T) - .303 British]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (1).jpg|thumb|none|600px|The Lee-Enfield sniper rifle out on the practice range - it is held normally, rather than the mad-minute posture of the infantry pattern.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (2).jpg|thumb|none|600px|The view through the No. 32 Telescopic sight.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (3).jpg|thumb|none|600px|Reloading the Enfield sniper - the fired round is ejected.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (4).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] rifle is the standard service rifle for American forces.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PS M1 Garand (1).jpg|thumb|none|600px|Posting up just outside of Carentan, with the M1 rifle.]]&lt;br /&gt;
[[File:PS M1 Garand (2).jpg|thumb|none|600px|''Squad 44'' portrays the Garand's sights very realistically, most games usually give the M1 a psuedo ghost ring for a rear sight. This is likely to balance it out as the Germans have less issued self loading rifles in turn. The sights also dial from 100 - 600m.]]&lt;br /&gt;
[[File:PS M1 Garand (3).jpg|thumb|none|600px|Pinging out an empty clip, the M1 Garand's signature feature.]]&lt;br /&gt;
[[File:PS M1 Garand (4).jpg|thumb|none|600px|Carefully dropping in a new clip.]]&lt;br /&gt;
[[File:PS M1 Garand (5).jpg|thumb|none|600px|Though, as with a lot of other more modern depictions of the Garand, the en-bloc can be withdrawn for tactical reloads.]]&lt;br /&gt;
[[File:PS M1 Garand (6).jpg|thumb|none|600px|Attaching the bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are available to the US 4th Infantry forces introduced in the &amp;quot;Day of Days&amp;quot; chapter.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:PS M1 Carbine (1).jpg|thumb|none|600px|The M1 Carbine out on the Normandy beaches.]]&lt;br /&gt;
[[File:PS M1 Carbine (2).jpg|thumb|none|600px|ADS with the rear sight set to the 300m setting.]]&lt;br /&gt;
[[File:PS M1 Carbine (3).jpg|thumb|none|600px|Reloading the carbine.]]&lt;br /&gt;
[[File:PS M1 Carbine (4).jpg|thumb|none|600px|About to rechamber.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1A1 Carbine]] is issued to the US Airborne Radioman, Medic, and Combat Engineer classes. British Airborne radiomen kits also have access to the M1A1 Paratrooper carbine.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:PS M1A1 Carbine (1).jpg|thumb|none|600px|A member of the 101st Airborne cautiously approaches [[Band of Brothers#M1A1 Carbine|Cafe de Normandie]] with the M1A1 Paratrooper Carbine.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (2).jpg|thumb|none|600px|Aiming at the chimney - the early style rear sight is adjustable.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (3).jpg|thumb|none|600px|Reloading the fifteen-shot magazine with the left hand.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (4).jpg|thumb|none|600px|Chambering the M1A1 with the right.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A3 Springfield==&lt;br /&gt;
The [[M1903A3 Springfield]] is available to US Army infantry and logistics riflemen as an alternative to the M1 rifle.&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|450px|Remington Arms M1903A3 Rifle - .30-06]]&lt;br /&gt;
[[File:PS M1903A3 (1).jpg|thumb|none|600px|An 82nd Airborne rifleman with his Springfield after dropping into the Netherlands.]]&lt;br /&gt;
[[File:PS M1903A3 (2).jpg|thumb|none|600px|Aiming with the M1903A3's distinct aperture sights.]]&lt;br /&gt;
[[File:PS M1903A3 (3).jpg|thumb|none|600px|Ejecting a spent .30-06 round out of the rifle.]]&lt;br /&gt;
[[File:PS M1903A3 (4).jpg|thumb|none|600px|The M1903A3 also tops off with loose rounds.]]&lt;br /&gt;
[[File:PS M1903A3 (5).jpg|thumb|none|600px|The empty reload starts with grabbing the clip of .30-06 first, and then opening up the action.]]&lt;br /&gt;
[[File:PS M1903A3 (6).jpg|thumb|none|600px|Feeding the cartridges into the magazine.]]&lt;br /&gt;
[[File:PS M1903A3 (7).jpg|thumb|none|600px|Flicking out the empty clip before driving the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
===M1903A4 Springfield===&lt;br /&gt;
American marksmen use the [[M1903A4 Springfield]] sniper rifle, the signature sniper rifle of the US Army in the European theater.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb||none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06]]&lt;br /&gt;
[[File:PS M1903A4 (1).jpg|thumb|none|600px|The M1903A4 out in the fields of Normandy.]]&lt;br /&gt;
[[File:PS M1903A4 (2).jpg|thumb|none|600px|The view down the Weaver scope.]]&lt;br /&gt;
[[File:PS M1903A4 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:PS M1903A4 (4).jpg|thumb|none|600px|Reloading the M1903A4.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is the standard battle rifle for the French Army, though it is issued to specialized kits - NCOs, Radio Operators, Medics, AT and Chief Engineers, and Light Mortarmen. The general riflemen roles are supplemented with its older WWI predecessors.&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm]]&lt;br /&gt;
[[File:PS MAS-36 (1).jpg|thumb|none|600px|Observing a creek with the MAS-36.]]&lt;br /&gt;
[[File:PS MAS-36 (2).jpg|thumb|none|600px|The MAS-36 features a good set of open battle sights.]]&lt;br /&gt;
[[File:PS MAS-36 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:PS MAS-36 (4).jpg|thumb|none|600px|Reloading the rifle with more 7.5mm French cartridges.]]&lt;br /&gt;
[[File:PS MAS-36 (5).jpg|thumb|none|600px|Chambering the MAS-36.]]&lt;br /&gt;
[[File:PS MAS-36 (6).jpg|thumb|none|600px|The non-empty reload has four shots loaded, and the last one removed with the clip.]]&lt;br /&gt;
[[File:PS MAS-36 (7).jpg|thumb|none|600px|Unstowing the MAS's signature French style spike bayonet.]]&lt;br /&gt;
[[File:PS MAS-36 (8).jpg|thumb|none|600px|Screwing it into place.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
German ''Panzerbüchse'' kits use the [[Panzerbüchse 39]], exclusively in the 1940 era. For the later set maps, German forces instead have the more effective man portable rocket launchers.&lt;br /&gt;
[[File:PzB-39-2.jpg|thumb|none|450px|PzB 39 Anti-tank rifle with spare ammunition box - 7.92x94 mm (Patrone 318)]]&lt;br /&gt;
[[File:PS PzB 39 (1).jpg|thumb|none|600px|Deploying the PzB 39 on a chicken coop - the user opens up the right cartridge hopper.]]&lt;br /&gt;
[[File:PS PzB 39 (2).jpg|thumb|none|600px|Aiming the Panzerbüchse.]]&lt;br /&gt;
[[File:PS PzB 39 (3).jpg|thumb|none|600px|Opening the action up after firing a shot.]]&lt;br /&gt;
[[File:PS PzB 39 (4).jpg|thumb|none|600px|Loading in a new Patrone 318.]]&lt;br /&gt;
[[File:PS PzB 39 (5).jpg|thumb|none|600px|Chambering the PzB.]]&lt;br /&gt;
[[File:PS PzB 39 (6).jpg|thumb|none|600px|The hopper can be manually reloaded with another.]]&lt;br /&gt;
&lt;br /&gt;
==StG 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is included and only available in one of the ''Gruppenführer'' loadouts for the latewar German forces.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:PS StG 44 (1).jpg|thumb|none|600px|The StG 44 in the hands of a SS soldier.]]&lt;br /&gt;
[[File:PS StG 44 (2).jpg|thumb|none|600px|Aiming the assault rifle.]]&lt;br /&gt;
[[File:PS StG 44 (3).jpg|thumb|none|600px|Removing a magazine on the reload.]]&lt;br /&gt;
[[File:PS StG 44 (4).jpg|thumb|none|600px|As with the Thompson, the empty reload has the user smack the fresh magazine along the side of the StG.]]&lt;br /&gt;
[[File:PS StG 44 (5).jpg|thumb|none|600px|Rocking in the 7.92mm Kurz magazine.]]&lt;br /&gt;
[[File:PS StG 44 (6).jpg|thumb|none|600px|Charging the StG 44.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk III==&lt;br /&gt;
The Mk III variant of the [[Bren]] machine gun is the machine gun available for British Airborne, XXX Corps soldiers, and the Polish Brigade. It is a lightened development of the Mk II that was issued in July 1944.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:PS Bren (1).jpg|thumb|none|600px|The Bren Mk III out in the rain.]]&lt;br /&gt;
[[File:PS Bren (2).jpg|thumb|none|600px|Aiming - the sights can be adjusted out to 600m.]]&lt;br /&gt;
[[File:PS Bren (3).jpg|thumb|none|600px|Pulling out a dry .303 magazine.]]&lt;br /&gt;
[[File:PS Bren (4).jpg|thumb|none|600px|About to put in a new one, and then lock the action back.]]&lt;br /&gt;
[[File:PS Bren (5).jpg|thumb|none|600px|Deploying the Bren on a post.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The [[Chauchat]] machine gun is one of the two options for French machine gunners.&lt;br /&gt;
[[File:Chauchat without sights.jpg|thumb|450px|none|Chauchat Mle 1915  - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Chauchat (1).jpg|thumb|none|600px|The Chauchat Mle. 1915 on the Stonne map.]]&lt;br /&gt;
[[File:PS Chauchat (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PS Chauchat (3).jpg|thumb|none|600px|Unloading an empty magazine out of the Mle. 1915.]]&lt;br /&gt;
[[File:PS Chauchat (4).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:PS Chauchat (5).jpg|thumb|none|600px|Pulling the bolt back from empty.]]&lt;br /&gt;
[[File:PS Chauchat (6).jpg|thumb|none|600px|Examing the Chauchat with the bolt locked back.]]&lt;br /&gt;
&lt;br /&gt;
==Chatellerault FM24/29==&lt;br /&gt;
[[Chatellerault M1924/29]] machine guns are the second option available to French gunners.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|none|450px|FM 24/29 - 7.5x54mm]]&lt;br /&gt;
[[File:PS FM 24 (1).jpg|thumb|none|600px|Standing alongside the Meuse River with the Chatellerault machine gun.]]&lt;br /&gt;
[[File:PS FM 24 (2).jpg|thumb|none|600px|Using the FM 24/29's distinct sights.]]&lt;br /&gt;
[[File:PS FM 24 (3).jpg|thumb|none|600px|Empty reloads start with the bolt being pulled back first.]]&lt;br /&gt;
[[File:PS FM 24 (4).jpg|thumb|none|600px|Swapping out the magazine.]]&lt;br /&gt;
[[File:PS FM 24 (5).jpg|thumb|none|600px|Deploying the Chatellerault on the improvised bridge.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The German Fallschirmjaeger has a distinct &amp;quot;FG-42 Schütze&amp;quot; class equipped with the second pattern [[FG 42]]. The combination of the muzzle brake and buffered stock results in surprisingly good recoil control even when shooting offhand. &lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS FG 42 (1).jpg|thumb|none|600px|The FG 42 in Carentan.]]&lt;br /&gt;
[[File:PS FG 42 (2).jpg|thumb|none|600px|Aiming; the drum rear sight can adjust up to 1000m.]]&lt;br /&gt;
[[File:PS FG 42 (3).jpg|thumb|none|600px|Working the fire selector - the game does not portray the complex automatic-open bolt/semiauto-closed bolt procedure.]]&lt;br /&gt;
[[File:PS FG 42 (4).jpg|thumb|none|600px|Reloading the FG 42.]]&lt;br /&gt;
[[File:PS FG 42 (5).jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:PS FG 42 (6).jpg|thumb|none|600px|Rechambering the automatic rifle.]]&lt;br /&gt;
[[File:PS FG 42 (7).jpg|thumb|none|600px|Handling the FG 42's bipod. The bayonet is unusable, in favor of the more practical bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
[[Lewis Gun]]s are used by the ANZAC forces as their machine gun. It has to be deployed in order to be aimed, akin to the belt-fed GPMGs. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|450px|Lewis gun Mk I - .303 British]]&lt;br /&gt;
[[File:PS Lewis (1).jpg|thumb|none|600px|The Lewis gun deployed on a low Greek fence. In this position, the gunner holds the stock with his left hand.]]&lt;br /&gt;
[[File:PS Lewis (2).jpg|thumb|none|600px|Aiming with the distinct large adjustable sights.]]&lt;br /&gt;
[[File:PS Lewis (3).jpg|thumb|none|600px|Reloading - the user inspects the pan magazine.]]&lt;br /&gt;
[[File:PS Lewis (4).jpg|thumb|none|600px|Palming it in.]]&lt;br /&gt;
[[File:PS Lewis (5).jpg|thumb|none|600px|Charging the Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The [[M1918A2 BAR]] is one of the two machine guns used by the American forces, offering better mobility and the ability to be aimed offhand compared to its belt-fed brother below.&lt;br /&gt;
[[File:BAR.jpg|thumb|450px|none|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:PS BAR (1).jpg|thumb|none|600px|Advancing on the German defenses on Utah Beach with the M1918A2 BAR.]]&lt;br /&gt;
[[File:PS BAR (2).jpg|thumb|none|600px|The BAR's default 100m rear sight...]]&lt;br /&gt;
[[File:PS BAR (3).jpg|thumb|none|600px|...and its aperture, used from 200m here to 1000m.]]&lt;br /&gt;
[[File:PS BAR (4).jpg|thumb|none|600px|Deploying the Browning on sandbags.]]&lt;br /&gt;
[[File:PS BAR (5).jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:PS BAR (6).jpg|thumb|none|600px|Inspecting a new one before loading it in. The hand positions are a bit out of whack here due the bipod-deployed state.]]&lt;br /&gt;
[[File:PS BAR (7).jpg|thumb|none|600px|Charging the BAR.]]&lt;br /&gt;
&lt;br /&gt;
==M1919A6 Browning==&lt;br /&gt;
American forces also have a machine gunner class equipped with the [[Browning M1919A6]] machine gun, offering a more volume-of-fire oriented choice compared to the maneuverable BAR. &lt;br /&gt;
[[File:M1919a late WWII.jpg|thumb|none|450px|Browning M1919A6 - .30-06 Springfield]]&lt;br /&gt;
[[File:PS M1919A6 (1).jpg|thumb|none|600px|Holding the Browning M1919A6 from the hip, with the carry handle.]]&lt;br /&gt;
[[File:PS M1919A6 (2).jpg|thumb|none|600px|The Browning set up on the sandbags.]]&lt;br /&gt;
[[File:PS M1919A6 (3).jpg|thumb|none|600px|Aiming the M1919A6 with the standard 100m notch.]]&lt;br /&gt;
[[File:PS M1919A6 (4).jpg|thumb|none|600px|The adjustable 200 - 1000m leaf aperture, same as the BAR.]]&lt;br /&gt;
[[File:PS M1919A6 (5).jpg|thumb|none|600px|Handling the top cover on a reload.]]&lt;br /&gt;
[[File:PS M1919A6 (6).jpg|thumb|none|600px|Placing in a new .30-06 belt.]]&lt;br /&gt;
[[File:PS M1919A6 (7).jpg|thumb|none|600px|On empty, the gunner charges the M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
German machine gunners are primarily issued with [[MG34|MG 34]] machine guns, feeding from 75-round ''Gurtrommel 34'' drums. As a medium machine gun, it is only usable in hipfire until deployed on cover or in prone. The fire-selector functionality allows for the single shot trigger to be used. The MG 34 is used in a stationary emplacement on the ''Lafette'' tripod, and is mounted in a few vehicles such as the BMW R75 sidecar and one variant of the Sd.Kfz.251.&lt;br /&gt;
[[File:mg-34man-portable.jpg|thumb|none|450px|MG 34 with Gurtrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 (1).jpg|thumb|none|600px|Examining the MG 34 as seen from the hip.]]&lt;br /&gt;
[[File:PS MG 34 (2).jpg|thumb|none|600px|Aiming the MG after deploying it on the rock.]]&lt;br /&gt;
[[File:PS MG 34 (3).jpg|thumb|none|600px|Empty reloads have the bolt locked back first.]]&lt;br /&gt;
[[File:PS MG 34 (4).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:PS MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm belt.]]&lt;br /&gt;
[[File:PS MG 34 (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|400px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 Lafette.jpg|thumb|none|600px|A prebuilt example of the MG 34 Lafette on the training range.]]&lt;br /&gt;
[[File:PS MG 34 R75 (1).jpg|thumb|none|600px|Looking at the R75 sidecar equipped MG 34.]]&lt;br /&gt;
[[File:PS MG 34 R75 (2).jpg|thumb|none|600px|As seen from riding in the sidecar.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42|MG 42]] is available to German units in the 1944 levels, both as a man-portable MMG feeding from the assault drums, or as a FOB emplacement. It is also mounted in one variation of the Sd.Kfz. 251 halftrack.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with Gurtrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 42 (1).jpg|thumb|none|600px|A MG 42 posted up on the Wehrmacht's defenses on Utah Beach.]]&lt;br /&gt;
[[File:PS MG 42 (2).jpg|thumb|none|600px|Looking through the MG 42's sights.]]&lt;br /&gt;
[[File:PS MG 42 (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:PS MG 42 (4).jpg|thumb|none|600px|Removing an empty assault drum.]]&lt;br /&gt;
[[File:PS MG 42 (5).jpg|thumb|none|600px|Feeding in the belt from a new one.]]&lt;br /&gt;
[[File:PS MG 42 (6).jpg|thumb|none|600px|Palming down the top cover.]]&lt;br /&gt;
[[File:PS MG 42 Lafette (1).jpg|thumb|none|600px|The MG 42 Lafette tripod configuration.]]&lt;br /&gt;
[[File:PS MG 42 Sd.Kfz (1).jpg|thumb|none|600px|The MG 42 atop a ''Hanomag''.]]&lt;br /&gt;
[[File:PS MG 42 Sd.Kfz (2).jpg|thumb|none|600px|Manning the armored MG.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-26==&lt;br /&gt;
[[ZB-26]] machine guns are issued in place of the then non-existent MG 42 for the Wehrmacht in the 1940 maps. It is indexed under its Wehrmacht designation, '''MG-26(t)''', in-game.&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB-26 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS ZB-26 (1).jpg|thumb|none|600px|The ZB-26 in the German deployment zone at Stonne.]]&lt;br /&gt;
[[File:PS ZB-26 (2).jpg|thumb|none|600px|Aiming the ZB.]]&lt;br /&gt;
[[File:PS ZB-26 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:PS ZB-26 (4).jpg|thumb|none|600px|Unloading a spent magazine from the ZB-26.]]&lt;br /&gt;
[[File:PS ZB-26 (5).jpg|thumb|none|600px|Setting in a new one.]]&lt;br /&gt;
[[File:PS ZB-26 (6).jpg|thumb|none|600px|Charging the machine gun.]]&lt;br /&gt;
[[File:PS ZB-26 (7).jpg|thumb|none|600px|The ZB-26 deployed on the sandbags.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Enfield Cup Grenade Launcher==&lt;br /&gt;
The [[No.1 Mk.I Cup Discharger]], affixed to the [[Lee-Enfield No. 4]] is issued to the British Forces' Grenadiers, with 4 Mills Bomb projectiles. &lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:PS Cup Discharger (1).jpg|thumb|none|600px|The Grenadier Enfield out in the Osterbeek countryside.]]&lt;br /&gt;
[[File:PS Cup Discharger (2).jpg|thumb|none|600px|It can be dialed in from 25m to 250m - the Mills grenades are heavy projectiles.]]&lt;br /&gt;
[[File:PS Cup Discharger (3).jpg|thumb|none|600px|Pulling the pin off a Mills at the start of a reload.]]&lt;br /&gt;
[[File:PS Cup Discharger (4).jpg|thumb|none|600px|Setting the projectile in the cup.]]&lt;br /&gt;
[[File:PS Cup Discharger (5).jpg|thumb|none|600px|Loading in a &amp;quot;blank&amp;quot; cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
German ''Schiessbecher'' grenadiers use the [[K98k]] equipped with the [[Gewehrgranatengerät]] device. It only has the ''Gewehr-Sprenggranate'' as the available projectile. &lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|450px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|thumb|none|450px|''Gewehrgranatengerät'' mounted on Kar98k rifle]]&lt;br /&gt;
[[File:PS Gewehrgranat (1).jpg|thumb|none|600px|The Gewehrgranatengerät in-game.]]&lt;br /&gt;
[[File:PS Gewehrgranat (2).jpg|thumb|none|600px|Aiming at 100m - it zeroes from 25m to 200m.]]&lt;br /&gt;
[[File:PS Gewehrgranat (3).jpg|thumb|none|600px|Loading in the projectile.]]&lt;br /&gt;
[[File:PS Gewehrgranat (4).jpg|thumb|none|600px|And reloading the launching cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] in conjunction with the [[M1 Garand]] is issued to American Grenadier kits. It has the most options for projectiles, included [[Mk 2 hand grenade|Mk. 2]] fragmentation warheads for infantry, [[M9A1 Rifle Grenade]]s for anti-armor/vehicle use, and M16 Smoke Grenades for concealment. &lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|450px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:PS M7 Frag (1).jpg|thumb|none|600px|The M1/M7 combo with the Mk 2 fragmentation round loaded.]]&lt;br /&gt;
[[File:PS M7 Frag (2).jpg|thumb|none|600px|Aiming - all rounds zero from 50m to 200m.]]&lt;br /&gt;
[[File:PS M7 Frag (3).jpg|thumb|none|600px|Latching in another frag round.]]&lt;br /&gt;
[[File:PS M7 Frag (4).jpg|thumb|none|600px|Pulling the pin out.]]&lt;br /&gt;
[[File:PS M7 Frag (5).jpg|thumb|none|600px|Loading in a blank cartridge.]]&lt;br /&gt;
[[File:M9A1 Rifle Grenade.jpg|thumb|400px|none|M9A1 22mm Rifle Grenade]]&lt;br /&gt;
[[File:PS M7 AT (1).jpg|thumb|none|600px|The M9A1 AT grenade in-game.]]&lt;br /&gt;
[[File:PS M7 AT (2).jpg|thumb|none|600px|The M9A1 aimed at 100m.]]&lt;br /&gt;
[[File:PS M7 AT (3).jpg|thumb|none|600px|Reloading the AT grenade.]]&lt;br /&gt;
[[File:PS M7 Smoke (1).jpg|thumb|none|600px|Idling with the smoke round configuration.]]&lt;br /&gt;
[[File:PS M7 Smoke (3).jpg|thumb|none|600px|Aiming at 200m.]]&lt;br /&gt;
[[File:PS M7 Smoke (2).jpg|thumb|none|600px|Loading up another smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
US 4th Infantry Division Bazooka troops use the [[M1A1 &amp;quot;Bazooka&amp;quot;]] rocket launcher.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka on the practice range.]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the M1A1; the sights adjust from 100 to 200 to 300 meters.]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading a HEAT warhead. Unfortunately, the necessary step of connecting the rocket to the battery is skipped.]]&lt;br /&gt;
&lt;br /&gt;
==M9A1 Bazooka==&lt;br /&gt;
The [[M9A1 &amp;quot;Bazooka&amp;quot;]] variant is used by the 82nd and 101st Airborne Bazooka kits. &lt;br /&gt;
[[File:M9A1 Bazooka.jpg|thumb|none|450px|M9A1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:PS M9A1 (1).jpg|thumb|none|600px|Viewing the M9A1 Bazooka tube.]]&lt;br /&gt;
[[File:PS M9A1 (2).jpg|thumb|none|600px|Aiming through the rudimentary optical sight.]]&lt;br /&gt;
[[File:PS M9A1 (3).jpg|thumb|none|600px|Reloading the rocket warhead.]]&lt;br /&gt;
[[File:PS M9A1 (4).jpg|thumb|none|600px|Setting it in fully.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 60==&lt;br /&gt;
The German Forces 1944-era ''Leichte Panzerabwehr'' kit has the [[Panzerfaust 60]] disposable launcher.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|450px|Panzerfaust 60 - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:PS Panzerfaust (1).jpg|thumb|none|600px|Viewing the Panzerfaust 60 launcher.]]&lt;br /&gt;
[[File:PS Panzerfaust (2).jpg|thumb|none|600px|Using the sights - it can be zeroed at each notch.]]&lt;br /&gt;
[[File:PS Panzerfaust (3).jpg|thumb|none|600px|Pulling the safety pin out of another Panzerfaust.]]&lt;br /&gt;
[[File:PS Panzerfaust (4).jpg|thumb|none|600px|Flicking up the leaf sight.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] launcher is used by the German ''Schwere Panzerabwehr'' class in the 1944 era levels, and has two rockets. It goes by its full German moniker of '''''Raketenpanzerbüchse 54''''' in-game.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:PS Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the hands of a SS Panzergrenadier.]]&lt;br /&gt;
[[File:PS Panzerschreck (2).jpg|thumb|none|600px|Using the RPzB's non-adjustable sights.]]&lt;br /&gt;
[[File:PS Panzerschreck (3).jpg|thumb|none|600px|As with many WWII games, it reloads similar to the Bazooka variants despite being a much longer tube.]]&lt;br /&gt;
[[File:PS Panzerschreck (4).jpg|thumb|none|600px|''Squad 44'' also unfortunately emits the necessary step of connecting the rocket to the launching battery.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
British and Polish Light AT units utilize the [[PIAT]] launcher as their anti-vehicle launcher.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|450px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:PS PIAT (1).jpg|thumb|none|600px|The PIAT out next to the Arnhem Bridge.]]&lt;br /&gt;
[[File:PS PIAT (2).jpg|thumb|none|600px|Aiming - each of the sights can be used for ranging.]]&lt;br /&gt;
[[File:PS PIAT (3).jpg|thumb|none|600px|Reloading the 3.25 in warhead after blasting the bunkerhouse.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
French 21 Regiment forces have the [[F1 hand grenade]] as their standard fragmentation grenade. &lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|150px|F1 hand grenade with Mle1935 fuse]]&lt;br /&gt;
[[File:PS F1 (1).jpg|thumb|none|600px|The F1 Grenade along the Meuse River.]]&lt;br /&gt;
[[File:PS F1 (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
The magnetic [[Hafthohlladung]] Anti Tank Mine is issued to German Heavy and Light Antitank, and Sapper kits. It has to be manually placed and functions on a timed fuse.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|250px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:PS HHL (1).jpg|thumb|none|600px|A German LAT with the HHL mine.]]&lt;br /&gt;
[[File:PS HHL (2).jpg|thumb|none|600px|The HHL placed on an hapless Dutch phone booth.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade/Mine==&lt;br /&gt;
American and British forces have the [[Mk-II No. 75 Hawkins Grenade/Mine]] as an explosive used by their Sapper and Bazooka/PIAT classes. It functions identical to the HHL mine.&lt;br /&gt;
[[File:Hawkinsmine.JPG|thumb|none|400px|Mk-II No. 75 Hawkins Grenade/Mine]]&lt;br /&gt;
[[File:PS Hawkins.jpg|thumb|none|600px|The Hawkins Mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
[[M1 Mine|M1A1 Mine]]s are used by American Combat Engineers. &lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:PS M1A1 AT.jpg|thumb|none|600px|The M1A1 Mine in first person.]]&lt;br /&gt;
&lt;br /&gt;
==M2A1 Mine==&lt;br /&gt;
The [[M2 Mine]] is used as the antipersonnel mine for US engineers. &lt;br /&gt;
[[File:M2A3 Mine.jpg|thumb|none|250px|M2A3 Anti-personel mine]]&lt;br /&gt;
[[File:PS M2A1 AP.jpg|thumb|none|600px|Holding the M2A1 AP mine.]]&lt;br /&gt;
&lt;br /&gt;
==M8 Smoke Grenade==&lt;br /&gt;
The [[AN/M8 HC smoke grenade]] is used by American forces, with both white and red versions. &lt;br /&gt;
[[File:AN-M8.jpg|thumb|none|200px|AN/M8 HC smoke grenade]]&lt;br /&gt;
[[File:PS M8 Smoke (1).jpg|thumb|none|600px|A US Soldier with the M8 Smoke grenade.]]&lt;br /&gt;
[[File:PS M8 Smoke (2).jpg|thumb|none|600px|About to toss a M8 while watching another one release its cloud.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are the offensive grenade of choice for the British units.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk. I Mills Bomb]]&lt;br /&gt;
[[File:PS No. 36 Mills (1).jpg|thumb|none|600px|The Mills Bomb in a British encampment.]]&lt;br /&gt;
[[File:PS No. 36 Mills (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1935 Mine==&lt;br /&gt;
The '''Mle 1935 Mine''' is a heavy antitank mine used by the French HAT ''Ingénieur de combat''.&lt;br /&gt;
[[File:PS Mle 1935 AT.jpg|thumb|none|600px|The Mle 1935 HAT mine, which features a camouflage finish.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1936 Mine==&lt;br /&gt;
The '''Mle 1936''' is given to the French LAT Engineer, as a smaller yield antivehicle mine.&lt;br /&gt;
[[File:PS Mle 1936 LAT.jpg|thumb|none|600px|Holding the Mle 1936 mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1939 AP Mine==&lt;br /&gt;
'''Mle 1939 Mine'''s are the last French mine type, used by engineers for antipersonnel use. &lt;br /&gt;
[[File:PS Mle 1939 AP.jpg|thumb|none|600px|The Mle 1939 AP mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] is the standard fragmentation grenade for US forces, appearing as the '''Mk.II Frag''' in-game.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot;High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:PS Mk 2 (1).jpg|thumb|none|600px|The Mk 2 Grenade along a street in Graves.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 AP Mine==&lt;br /&gt;
'''Mk. II AP Mines''' are issued to British Combat Engineers.&lt;br /&gt;
[[File:Mk II AP mine.jpg|thumb|none|300px|Mark II AP Mine]]&lt;br /&gt;
[[File:PS Mk II AP.jpg|thumb|none|600px|Holding the Mk. II mine.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The German units are equipped with the iconic [[Model 24 Stielhandgranate]] for their explosive hand grenade. The ''Geballte Ladung'' bundled charge serves as an AT grenade, used by both of the Antitank kits - the Light only gets one bundle, while the Heavy gets two.&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|300px|Model 24 Stielhandgranate high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:PS Stielhandgranate (1).jpg|thumb|none|600px|The M24 Stielhandgranate in the hands of a German paratrooper.]]&lt;br /&gt;
[[File:PS Stielhandgranate (2).jpg|thumb|none|600px|Pulling the fuse before tossing the stick grenade.]]&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:PS Geballte Ladung (1).jpg|thumb|none|600px|A Wehrmacht Light AT holding the ''Geballte Ladung''.]]&lt;br /&gt;
[[File:PS Geballte Ladung (2).jpg|thumb|none|600px|About to pull the fuse.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The 1940-era Wehrmacht uses the [[Model 39 Eihandgranate]] instead of stick grenades on the Dinant and Stonne levels. &lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:PS M39 Eihandgranate (1).jpg|thumb|none|600px|A German NCO with the Eihandgranate on top of the Dinant Citadelle.]]&lt;br /&gt;
[[File:PS M39 Eihandgranate (2).jpg|thumb|none|600px|Unscrewing the fuse cap.]]&lt;br /&gt;
&lt;br /&gt;
==Nebelhandgranate 39==&lt;br /&gt;
[[Nebelhandgranate 39]]s are the smoke grenades used by the German forces.&lt;br /&gt;
[[File:M39Smoke.jpg|thumb|none|350px|Nebelhandgranate 39]]&lt;br /&gt;
[[File:PS Nb 39 (1).jpg|thumb|none|600px|The Nebelhandgranate 39 in the hands of a SS trooper.]]&lt;br /&gt;
[[File:PS Nb 39 (2).jpg|thumb|none|600px|Unscrewing the cap before pulling the pin and throwing, just like the Stielhandgranate.]]&lt;br /&gt;
&lt;br /&gt;
==No. 77 WP==&lt;br /&gt;
British units use the [[No. 77 Smoke Grenade]]. Unlike the other harmless smoke grenades, the No. 77 has a lethal detonation of White Phosphorous smoke, although the smoke cloud lingers for a shorter duration than other factions' equivalents. &lt;br /&gt;
[[File:No77Mk1can.jpg|thumb|none|200px|No. 77, W.P. MK. 1 Incendiary Smoke hand grenade]]&lt;br /&gt;
[[File:PS No. 77 (1).jpg|thumb|none|600px|The No. 77 WP grenade in the hands of a Para.]]&lt;br /&gt;
[[File:PS No. 77 (2).jpg|thumb|none|600px|Thumbing off the fuse head before throwing the device.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 Gammon Grenade==&lt;br /&gt;
The [[Gammon Grenade]] is available to the British LAT, Grenadier, and Sapper classes as an AT grenade. It appears as the '''Gammon Bomb'''.&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|Gammon Grenade]]&lt;br /&gt;
[[File:PS No. 82 (1).jpg|thumb|none|600px|The No. 82 in-game.]]&lt;br /&gt;
[[File:PS No. 82 (2).jpg|thumb|none|600px|Preparing to toss it, similar to the No. 77.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
German ''Kampfingenieurs'' are equipped with the [[S-Mine]] for antipersonnel use.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:PS S-Mine.jpg|thumb|none|600px|Holding a ''Schrapnellmine''.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35==&lt;br /&gt;
The [[Tellermine 35]] is the standard AT mine for German combat engineers.&lt;br /&gt;
[[File:Tellermine35.jpg|thumb|none|350px|Tellermine 35 Anti-tank mine]]&lt;br /&gt;
[[File:PS TM-35.jpg|thumb|none|600px|Looking down on the Tellermine 35, which shows that it is the original version with the brown top.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
==Brandt Mle 1937==&lt;br /&gt;
The French ''Mortier legier'' is equipped with a '''Brandt Mle 1937''' small mortar.&lt;br /&gt;
[[File:PS Brandt Mle 1937 (1).jpg|thumb|none|600px|A French mortarman with the Mle 1937 undeployed.]]&lt;br /&gt;
[[File:PS Brandt Mle 1937 (2).jpg|thumb|none|600px|The mortar set up in Foqueax. It zeroes from an alarmingly close 20m to 420m.]]&lt;br /&gt;
[[File:PS Brandt Mle 1937 (3).jpg|thumb|none|600px|Dropping in a round; the tube is set to 250m here.]]&lt;br /&gt;
&lt;br /&gt;
==Granatwerfer 34==&lt;br /&gt;
The [[Granatwerfer 34 Mortar]] is the emplaced medium mortar for the German forces. &lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[File:PS GrW 34 (1).jpg|thumb|none|600px|The GrW 34 on the Arnhem training range.]]&lt;br /&gt;
[[File:PS GrW 34 (2).jpg|thumb|none|600px|Using the mortar.]]&lt;br /&gt;
[[File:PS GrW 34 (3).jpg|thumb|none|600px|As with ''Squad'', a ranging table is provided when aiming through the scope.]]&lt;br /&gt;
&lt;br /&gt;
==Granatwerfer 36==&lt;br /&gt;
German ''Leichter Mörser'' troops use the [[Granatwerfer 36 Mortar]].&lt;br /&gt;
[[File:5cm-granatwerfer-36.jpg|thumb|none|400px|5-cm leichter Granatwerfer 36 Mortar]]&lt;br /&gt;
[[File:PS GrW 36 (1).jpg|thumb|none|600px|The GrW 36 in hand.]]&lt;br /&gt;
[[File:PS GrW 36 (2).jpg|thumb|none|600px|About to fire a round - the mortar dials in from 65m to 240m.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
American units have the [[M2 Mortar]] as their constructible mortar emplacement. &lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|400px|M2 Mortar - 60mm]]&lt;br /&gt;
[[File:PS M2 Mortar (1).jpg|thumb|none|600px|The unbuilt M2 Mortar set...]]&lt;br /&gt;
[[File:PS M2 Mortar (2).jpg|thumb|none|600px|...and after construction.]]&lt;br /&gt;
[[File:PS M2 Mortar (3).jpg|thumb|none|600px|Using the M2.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch==&lt;br /&gt;
The [[Ordnance ML 3 inch Mortar]] serves as the emplaced medium mortar for British and French forces.&lt;br /&gt;
[[File:3inch.jpg|thumb|none|350px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[File:PS ML 3in (3).jpg|thumb|none|600px|An unconstructed ML 3in tube.]]&lt;br /&gt;
[[File:PS ML 3in (4).jpg|thumb|none|600px|The ML built up.]]&lt;br /&gt;
[[File:PS ML 3in (5).jpg|thumb|none|600px|Manning the mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 4.2 inch==&lt;br /&gt;
The '''Ordnance ML 4.2inch''' is the heavy mortar emplacement for the British and French factions.&lt;br /&gt;
[[File:PS ML 4.2in (1).jpg|thumb|none|600px|The ML 4.2in emplacement.]]&lt;br /&gt;
[[File:PS ML 4.2in (2).jpg|thumb|none|600px|Manning the ML Mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance SBML 2 inch==&lt;br /&gt;
The 1st Airborne Division's Light Mortar class has the [[Ordnance SBML 2 inch Mortar]], with both HE and smoke rounds.&lt;br /&gt;
[[File:2inch Mortar.jpg|thumb|none|400px|Ordnance SBML 2 inch Mortar]]&lt;br /&gt;
[[File:PS SBML (1).jpg|thumb|none|600px|Holding the SBML on the training range.]]&lt;br /&gt;
[[File:PS SBML (2).jpg|thumb|none|600px|The tube deployed in the prone position.]]&lt;br /&gt;
[[File:PS SBML (3).jpg|thumb|none|600px|Using the left hand to fire the SBML.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==APX 47mm==&lt;br /&gt;
The French Army uses the '''APX 47mm''' antitank gun on the Dinant and Stonne levels. It appears as a towable emplacement and also on the Laffly W15TCC truck, in a rear-facing bed mount.&lt;br /&gt;
[[File:PS APX 47mm (1).jpg|thumb|none|600px|A spawned-in 47mm APX gun, in its original light blue-grey.]]&lt;br /&gt;
[[File:PS APX 47mm (2).jpg|thumb|none|600px|View through the APX's gunsight.]]&lt;br /&gt;
[[File:PS APX 47mm (3).jpg|thumb|none|600px|The W15TCC-mouned 47mm cannon with a camouflage finish.]]&lt;br /&gt;
&lt;br /&gt;
==FlaK 38==&lt;br /&gt;
The [[2cm FlaK 38]] antiaircraft cannon is a constructible German FOB emplacement. Sd.KFz.8 trucks also have a single FlaK 38 emplaced on their rear beds. &lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|450px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:PS FlaK 38 (1).jpg|thumb|none|600px|The FlaK 38 in its truck emplacement.]]&lt;br /&gt;
[[File:PS FlaK 38 (2).jpg|thumb|none|600px|Using the default scope.]]&lt;br /&gt;
[[File:PS FlaK 38 (3).jpg|thumb|none|600px|The alternate pendulum sight view can be used, but it is static and only really works with horizontal tracking and the default vertical point of aim.]]&lt;br /&gt;
[[File:PS FlaK 38 (4).jpg|thumb|none|600px|The standalone FlaK 38. A FlaK 36 is visible behind it.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
[[Hotchkiss M1914]] machine guns are buildable MG emplacements for the 1940 French forces.&lt;br /&gt;
[[File:M1914Hotchkiss.jpg|thumb|none|450px|Hotchkiss M1914 with tripod - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (1).jpg|thumb|none|600px|A Hotchkiss Mle 1914 built out on Stonne.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (2).jpg|thumb|none|600px|Using the Mle 1914.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (4).jpg|thumb|none|600px|The feed strip correctly feeds through the Hotchkiss as it fires. It can be reloaded from non-empty states, but the partial strip simply vanishes.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (5).jpg|thumb|none|600px|Reloading another strip - the charging handle is never used.]]&lt;br /&gt;
&lt;br /&gt;
==KwK 30==&lt;br /&gt;
Several German armored vehicles have '''2 cm KwK 30 L/55''' autocannons, such as the 1940-era Panzer II and the 1944s Sd.Kfz.222 &lt;br /&gt;
[[File:PS KwK 30 (1).jpg|thumb|none|600px|The KwK 30 in the PzKpfw II turret, alongside a co-axial MG 34.]]&lt;br /&gt;
[[File:PS KwK 30 (2).jpg|thumb|none|600px|And as seen on the Sd.Kfz.222. The 1940 era German vehicles come in the default ''Dunkelgrau'' gray scheme, while the 1944 models have camoflauge paint.]]&lt;br /&gt;
[[File:PS KwK 30 (3).jpg|thumb|none|600px|Manning the armored car's turret position.]]&lt;br /&gt;
[[File:PS KwK 30 (4).jpg|thumb|none|600px|The commander's view of the 222's armaments.]]&lt;br /&gt;
&lt;br /&gt;
==M1919A4 Browning==&lt;br /&gt;
[[Browning M1919A4]] are used by American forces, in both standalone buildable versions and mounted on several different tanks and armored vehicles.&lt;br /&gt;
[[File:M1919A4Browning.jpg|thumb|none|450px|Browning M1919A4 on an M2 tripod - .30-06]]&lt;br /&gt;
[[File:M1919A4 pintle.jpg|thumb|none|450px|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
[[File:PS M1919A4 (1).jpg|thumb|none|600px|A built standalone Browning M1919A4.]]&lt;br /&gt;
[[File:PS M1919A4 (2).jpg|thumb|none|600px|Using the .30cal.]]&lt;br /&gt;
[[File:PS M1919A4 (3).jpg|thumb|none|600px|ADS of the M1919A4.]]&lt;br /&gt;
[[File:PS M1919A4 (4).jpg|thumb|none|600px|Opening the Browning's top cover.]]&lt;br /&gt;
[[File:PS M1919A4 (5).jpg|thumb|none|600px|Placing in another .30-06 belt.]]&lt;br /&gt;
[[File:PS M1919A4 (6).jpg|thumb|none|600px|About the charge the M1919 from empty.]]&lt;br /&gt;
&lt;br /&gt;
==M2A1 Browning==&lt;br /&gt;
The [[Browning M2]] is mounted on the US M3 Halftrack. It reuses the M2A1 model from ''Squad'', which is anachronistic for WWII. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG]]&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:PS M2A1 (1).jpg|thumb|none|600px|The M3 Halftrack-mounted M2A1 - here the modern slotted flash hider and QCB handle are obvious.]]&lt;br /&gt;
[[File:PS M2A1 (2).jpg|thumb|none|600px|Entering the M2A1's position involves charging the machine gun, as is standard procedure.]]&lt;br /&gt;
[[File:PS M2A1 (3).jpg|thumb|none|600px|The turret in idle.]]&lt;br /&gt;
[[File:PS M2A1 (4).jpg|thumb|none|600px|Aiming the Browning.]]&lt;br /&gt;
[[File:PS M2A1 (5).jpg|thumb|none|600px|Reloading is identical to ''Squad'' as well.]]&lt;br /&gt;
[[File:PS M2A1 (6).jpg|thumb|none|600px|Setting in the new ammo belt - the charging handle is pulled again if empty.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
German armored vehicles and Panzers mount the [[MG34 Panzerlauf|MG 34 Panzerlauf]] in numerous installations. It does reuse the heatshield of the regular MG 34 rather than the proper reinforced jacket.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 Panzerlauf (1).jpg|thumb|none|600px|The MG 34 Panzerlauf in the hull installation on a PzKpfw V Panther.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The 1944 Allied forces have the '''Ordnance QF 6-pounder''' as their towable artillery emplacement.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:PS QF-6 (1).jpg|thumb|none|600px|The default QF 6-pounder on the Arnhem test range.]]&lt;br /&gt;
[[File:PS QF-6 (2).jpg|thumb|none|600px|Aiming the cannon.]]&lt;br /&gt;
&lt;br /&gt;
==Pak 36==&lt;br /&gt;
The [[3.7 cm Pak 35/36]] is used by the 1940-era Wehrmacht in the Dinant and Stonne maps. &lt;br /&gt;
[[File:Pak36 helsinki 1.jpg|thumb|none|400px|3.7 cm Pak 35/36 anti-tank gun - 37×249 mm R]]&lt;br /&gt;
[[File:PS Pak 36 (1).jpg|thumb|none|600px|A freshly spawned Pak 36.]]&lt;br /&gt;
[[File:PS Pak 36 (2).jpg|thumb|none|600px|Looking through the Pak's scope.]]&lt;br /&gt;
[[File:PS Pak 36 (3).jpg|thumb|none|600px|It is one of the few cannons where the reload animation is actually visible from the raised viewpoint.]]&lt;br /&gt;
&lt;br /&gt;
==Pak 38==&lt;br /&gt;
German forces in 1944 have the [[5 cm Pak 38]] as their antitank artillery piece. &lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|450px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:PS Pak 38 (1).jpg|thumb|none|600px|The Pak 38 in-game.]]&lt;br /&gt;
[[File:PS Pak 38 (2).jpg|thumb|none|600px|Manning the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Reibel Mle. 1931==&lt;br /&gt;
The [[Reibel Machine Gun|Reibel Mle. 31]], the tank-mounted derivative of the [[Chatellerault]], is mounted in French armored vehicles. It is generally referred to as the &amp;quot;MAC Mle 1931&amp;quot; in the vehicle HUD.&lt;br /&gt;
[[File:Reibel.jpg|thumb|none|450px|Reibel Mle. 31 (in right-feeding configuration, with stock) - 7.5x54mm French]]&lt;br /&gt;
[[File:PS Mle 1931 (1).jpg|thumb|none|600px|A Mle 1931 machine in the coaxial position on the turret of the Panhard 178. In this particular vehicle it is labeled as the &amp;quot;Reibel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British Willys Jeeps have a single [[Vickers K]] machine gun mounted in the right side passenger seat.&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|450px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:PS Vickers K (1).jpg|thumb|none|600px|The Vickers K mounted on the British Jeep.]]&lt;br /&gt;
[[File:PS Vickers K (2).jpg|thumb|none|600px|Using the Vickers.]]&lt;br /&gt;
[[File:PS Vickers K (3).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:PS Vickers K (4).jpg|thumb|none|600px|Reloading the Vickers K.]]&lt;br /&gt;
[[File:PS Vickers K (5).jpg|thumb|none|600px|Working the charging handle from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
[[Vickers Mk1]] machine guns are buildable emplacements for all Allied factions in ''Squad 44.''&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|450px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (1).jpg|thumb|none|600px|The Vickers Mk1 in-game.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (2).jpg|thumb|none|600px|Manning the Vickers, with additional cover built up.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (4).jpg|thumb|none|600px|Reloading the Mk1.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (5).jpg|thumb|none|600px|Charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53/Besa==&lt;br /&gt;
The [[ZB-53]] machine gun is mounted in the 1940-era German Panzer 38(t), and the BSA produced '''Besa''' variant is used in British armored vehicles. &lt;br /&gt;
[[File:ZB-53 machine gun no turret.jpg|thumb|none|450px|ZB 53 / vz. 37 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS ZB-53 (1).jpg|thumb|none|600px|Getting a good look at the Pz. 38(t)'s armament.]]&lt;br /&gt;
[[File:PS ZB-53 (2).jpg|thumb|none|600px|The alternate view of the radio operator's ZB-53 - it can be aimed by tracer fire, actually.]]&lt;br /&gt;
[[File:BESA.jpg|thumb|none|450px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:PS Besa (1).jpg|thumb|none|600px|A dirty Besa MG on the British Daimler Armored Car.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Post_Scriptum&amp;diff=1635722</id>
		<title>Talk:Post Scriptum</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Post_Scriptum&amp;diff=1635722"/>
		<updated>2023-12-15T15:14:13Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: XSlayer300 moved page Talk:Post Scriptum to Talk:Squad 44: https://store.steampowered.com/news/app/736220?updates=true&amp;amp;emclan=103582791461055277&amp;amp;emgid=7268310883218464447&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Squad 44]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Squad_44&amp;diff=1635721</id>
		<title>Talk:Squad 44</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Squad_44&amp;diff=1635721"/>
		<updated>2023-12-15T15:14:13Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: XSlayer300 moved page Talk:Post Scriptum to Talk:Squad 44: https://store.steampowered.com/news/app/736220?updates=true&amp;amp;emclan=103582791461055277&amp;amp;emgid=7268310883218464447&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Post_Scriptum&amp;diff=1635720</id>
		<title>Post Scriptum</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Post_Scriptum&amp;diff=1635720"/>
		<updated>2023-12-15T15:14:13Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: XSlayer300 moved page Post Scriptum to Squad 44: https://store.steampowered.com/news/app/736220?updates=true&amp;amp;emclan=103582791461055277&amp;amp;emgid=7268310883218464447&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Squad 44]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Squad_44&amp;diff=1635719</id>
		<title>Squad 44</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Squad_44&amp;diff=1635719"/>
		<updated>2023-12-15T15:14:12Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: XSlayer300 moved page Post Scriptum to Squad 44: https://store.steampowered.com/news/app/736220?updates=true&amp;amp;emclan=103582791461055277&amp;amp;emgid=7268310883218464447&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Post Scriptum&lt;br /&gt;
|picture   = Post Scriptum Cover.jpg&lt;br /&gt;
|date      = August 9, 2018&lt;br /&gt;
|developer = Periscope Games&lt;br /&gt;
|publisher = Offworld Industries&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Post Scriptum''''' is a large scale, WWII-set first person tactical shooter developed by UK-based Periscope Games as an offshoot of ''[[Squad]]'' and is published by ''Squad'''s developer, Offworld Industries. The project began in March 2016 and officially released on Steam Early Access on August 9th, 2018. It initially released as ''Post Scriptum: The Bloody Seventh'' as first released chapter of the game focused on the engagement of the British 1st Airborne Division against German Wehrmacht and SS units during Operation Market Garden in 1944. It was further expanded to include engagements that involved American airborne units. The second chapter, ''Plan Juane'', was released on January 9th, 2020, which depicts the Manstein Plan (Fall Gelb) battle between the French Army and Wehrmacht in 1940. The the third chapter is ''Day of Days'', which portrays the landings of Allied forces in Normandy during Operation Overlord. It released on April 23, 2020. Chapter Mercury released on January 26th, 2022 which portrays the Invasion of Crete in 1941 with defending ANZAC forces.&lt;br /&gt;
&lt;br /&gt;
As with its parent game, ''Post Scriptum'' is a multiplayer-only game focused on teamwork and cooperation, featuring combined arms gameplay and highly realistic, detailed weaponry. It has numerous factions depending on the setting of a match, and asymmetrical gameplay and classes between the Allied units and Axis forces.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Post Scriptum'' portrays historical engagements of Allies and German forces across mainland Europe in both 1940 and 1944. The early era of the game's second chapter depicts the French Army's 21 Regiment d'Infanterie engagement of the Wehrmacht during the ''Fall Gelb'' operation. The later '44-set levels are from the first and third chapters and portray the Allied Operations of Market Garden and Overlord, respectively. Operation Market Garden features the British 1st Airborne Division, the Polish Brigade, and the American 82nd Airborne infantry forces supported by Britain's XXX Corps armor against a more developed Wehrmacht and 9.SS-Panzer Division. The Normandy battles of Operation Overlord include American 4th Infantry Division, the 101st Airborne, and the 70th Tank Battalion versus the Wehrmacht's 91st Infantry Division and the 6 Fallschirmjägerregiment.&lt;br /&gt;
&lt;br /&gt;
The Squad system from the parent game has been developed for a faction to have three separate sections for its units - the '''Infantry Section''' encompasses most of the regular classes. The '''Logistics Section''' takes over the FOB/Construction roles from ''Squad'' and has regular riflemen, an NCO, medic, and Combat Engineers. The last section is the '''Armored Section''' and incorporates tank commanders and tankers into their various fighting vehicles.&lt;br /&gt;
&lt;br /&gt;
The general classes of ''Post Scriptum'' are:&lt;br /&gt;
* '''Officer''' - technically its own &amp;quot;Platoon Commander&amp;quot; section, the Officer role assumes the top of the team's chain of command. The class is meant to be paired with the Infantry Section's Radioman to call in air and artillery support. Officers can opt for a standard rifle or SMG; the latter is the sole option for the Germans. &lt;br /&gt;
* '''NCO''' - The head class of each Infantry and Logistic squad, and the intermediary between them and the Platoon Commander. NCOs have either the standard rifle or SMG for their faction, and in the case of the 1944 Germans, the ''Gruppenführer'' has exclusive use of the StG 44.&lt;br /&gt;
* '''Radioman''' - An Infantry class meant to directly follow the Officer and allow the use of indirect fire support. The latewar kits have the Gewehr 41 for the ''Funker'', and the M1/M1A1 Carbine for Allied units. The early war variants use standard Kar98ks and MAS-36s.&lt;br /&gt;
* '''Rifleman''' - Bog-standard Infantry and Logistics personnel that use each faction's standard service rifle, in addition to frag and smoke grenades. Latewar Allied units have sidearms and the French ''Fusiliers'' and ''Recrues'' only use their older WWI-era rifles. Infantry also bear sandbags, while the Logistics have repair tools.&lt;br /&gt;
* '''Machine Gunner''' - the specialized automatic rifleman Infantry kit. Depending on the faction and era, some have Light Machine Guns that offer more mobility and unsupported aiming, while the Medium Machine Guns have to be deployed on bipods to be aimed effectively but have increased ammunition counts. Sidearms, frag, and smoke grenades are included. &lt;br /&gt;
* '''Marksman''' - Low-count Infantry kit that is issued a scoped bolt-action rifle, a pistol, grenades, and binoculars. &lt;br /&gt;
* '''Medic''' - Generally given a standard rifle, sidearm, grenades, and a Morphine injector as its main tool to resuscitate fallen allies. Available to both Infantry and Logistics, the latter has the repair tool.&lt;br /&gt;
* '''Grenadier''' - Infantry-exclusive kit equipped with Rifle Grenade Launchers and regular hand grenades. Available to all factions except the French; the German ''Schiessbecher'' is not available in that era as a balance measure.&lt;br /&gt;
* '''Sapper''' - Infantry class given SMGs and pistols, and explosives for dealing with enemy vehicles and emplacements. &lt;br /&gt;
* '''Anti-Tank''' - Generally dived into '''Light (LAT)''' and '''Heavy (HAT)''' variations. All bear rifles; the Germans use the Panzerfaust and the Panzerschreck respectively. The British only have a LAT role equipped with the PIAT; the Americans' Bazooka role is a HAT. The latewar Allies have pistol sidearms. A subvariation is also present in the early 1940 era with ''Fusilier antichar'' and ''Panzerabwehrschütze'' AT Rifle kits, as these battles predate the widespread use of handheld rocket launchers &lt;br /&gt;
* '''Light Mortar''' - Equipped with a regular rifle, pistol, and a Light Mortar that can be used in the prone position. The class is in all Infantry Sections except the US Forces. &lt;br /&gt;
* '''Combat Engineer''' - The principal kit of Logistics Sections for constructing emplacements. Generally has three variations - '''HE''' that uses an explosive similar to Sappers, '''AT''' carries antivehicle mines, and '''AP''' has antipersonnel mines. Issued with regular rifles, pistols, grenades, sandbags, E-tools, and repair wrenches. &lt;br /&gt;
* '''Tank Commander''' - Head kit of Armored Sections, equipped with both a SMG and sidearm. Both this and its subordinate kit have repair tools.&lt;br /&gt;
* '''Tank Crew''' - Armored vehicle operator, only given a sidearm and grenades, and also has the building tool.&lt;br /&gt;
&lt;br /&gt;
The high degree of weapon functionality is shared from ''Squad''. The game tracks reserve ammunition by individual magazines, fire selectors have an animation where applicable, and many long arms have sights that can be zeroed or dialed in with correspondingly accurate adjustments made to the actual rear sights. For the sake of simplicity and consistency, all weapons zero by meters (British and American systems typically used imperial yards in reality during WWII).&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Chamelot-Delvigne Model 1873==&lt;br /&gt;
Most classes for the French 21 Regiment d'Infanterie have the archaic [[Chamelot-Delvigne Model 1873]] revolver as an issued sidearm. It is referred to as the '''MAS Mle. 1873''' in game.&lt;br /&gt;
[[File:Chamelot-Delvigne-Model-1873.jpg|thumb|none|400px|Chamelot-Delvigne Mle. 1873 - 11x17.8mmR]]&lt;br /&gt;
[[File:PS Mle 1873 (1).jpg|thumb|none|600px|A French NCO with the Mle. 1873 in the Belgian city of Dinant.]]&lt;br /&gt;
[[File:PS Mle 1873 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:PS Mle 1873 (3).jpg|thumb|none|600px|Reloading round by round.]]&lt;br /&gt;
[[File:PS Mle 1873 (4).jpg|thumb|none|600px|Closing the cylinder latch.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
The [[Enfield No. 2]] revolver is the principal sidearm of the British units in ''Post Scriptum'', named '''Enfield No. 2 Mk. 1'''. All kits of the faction as well as their tankers get the No. 2 revolver.&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|none|thumb|400px| Enfield No. 2 Mk. I - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:PS Enfield No2 (1).jpg|thumb|none|600px|The Enfield No. 2 in-game, in Holland.]]&lt;br /&gt;
[[File:PS Enfield No2 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:PS Enfield No2 (3).jpg|thumb|none|600px|The start of a reload with the Enfield revolver - the rounds come out, but the ejector doesn't move.]]&lt;br /&gt;
[[File:PS Enfield No2 (4).jpg|thumb|none|600px|Unfortunately, each .38 S&amp;amp;W has to be loaded by hand without the help of any speedloaders.]]&lt;br /&gt;
[[File:PS Enfield No2 (5).jpg|thumb|none|600px|Closing up the No. 2.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The American forces have [[M1911A1]] pistols issued to all classes.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|400px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:PS M1911A1 (1).jpg|thumb|none|600px|A US GI draws and chambers his .45 sidearm.]]&lt;br /&gt;
[[File:PS M1911A1 (2).jpg|thumb|none|600px|The M1911 pistol in idle.]]&lt;br /&gt;
[[File:PS M1911A1 (3).jpg|thumb|none|600px|ADS of the M1911A1.]]&lt;br /&gt;
[[File:PS M1911A1 (4).jpg|thumb|none|600px|Letting out a spent magazine.]]&lt;br /&gt;
[[File:PS M1911A1 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:PS M1911A1 (6).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] is issued in place of the Walther P38 for Wehrmacht kits (except for the ''Sanitäter'') in the 1940 levels.&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Mauser C96 &amp;quot;Pre-War Commercial&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PS C96 (1).jpg|thumb|none|600px|The Mauser C96 on the Stonne level. It doesn't have its holster-stock attached, but is held in carbine fashion anyway.]]&lt;br /&gt;
[[File:PS C96 (2).jpg|thumb|none|600px|Using the C96's sights - they cannot actually be adjusted in-game.]]&lt;br /&gt;
[[File:PS C96 (3).jpg|thumb|none|600px|As with other games, the Mauser pistol is incorrectly shown as having a non-empty bolt hold open feature - the user would have to manually hold it open with one of his hands.]]&lt;br /&gt;
[[File:PS C96 (4).jpg|thumb|none|600px|Withdrawing a partially-used stripper clip results in the bolt correctly going into battery.]]&lt;br /&gt;
[[File:PS C96 (5).jpg|thumb|none|600px|Empty-reloading the C96.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P.08==&lt;br /&gt;
Simply indexed as '''Luger''' in-game, the [[Luger P08]] is issued to the officer/NCO ranked classes for all German units. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|400px|Luger P.08 - 9x19mm]]&lt;br /&gt;
[[File:PS P08 (1).jpg|thumb|none|600px|The Luger P.08 in the hands of a Fallschirmjaeger.]]&lt;br /&gt;
[[File:PS P08 (2).jpg|thumb|none|600px|ADS of the P.08.]]&lt;br /&gt;
[[File:PS P08 (3).jpg|thumb|none|600px|The Luger toggle action cycling, with a spent round flying out.]]&lt;br /&gt;
[[File:PS P08 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:PS P08 (5).jpg|thumb|none|600px|Palming the toggle into battery.]]&lt;br /&gt;
&lt;br /&gt;
==SACM M1935A==&lt;br /&gt;
[[SACM M1935A]] pistols are exclusively available to the ''Fusilier antichar'' and ''Chief ingenieur'' kits for the 1940 era French Army. It is named '''PA 1935A''' in-game.&lt;br /&gt;
[[File:SACM-M1935A.jpg|thumb|none|400px|French SACM M1935A Pistol - 7.65 MAS/7.65 x 22mm Long]]&lt;br /&gt;
[[File:PS M1935A (1).jpg|thumb|none|600px|The SACM M1935A in-game.]]&lt;br /&gt;
[[File:PS M1935A (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:PS M1935A (3).jpg|thumb|none|600px|Reloading the M1935A.]]&lt;br /&gt;
[[File:PS M1935A (4).jpg|thumb|none|600px|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
Most of the specialized German kits have the standard [[Walther P38]] pistol as their sidearm in the 1944-set levels. It is only available to the ''Sanitäter'' in the earlywar 1940 era levels.&lt;br /&gt;
[[File:P38.jpg|thumb|none|400px|Walther P38 pistol - 9x19mm]]&lt;br /&gt;
[[File:PS P38 (1).jpg|thumb|none|600px|Drawing the Walther - the user cocks the hammer.]]&lt;br /&gt;
[[File:PS P38 (2).jpg|thumb|none|600px|A SS soldier with the P38 in Arnhem.]]&lt;br /&gt;
[[File:PS P38 (3).jpg|thumb|none|600px|Aiming at the stacked crate.]]&lt;br /&gt;
[[File:PS P38 (4).jpg|thumb|none|600px|Pulling out an empty magazine.]]&lt;br /&gt;
[[File:PS P38 (5).jpg|thumb|none|600px|Sliding in a new one with the palm.]]&lt;br /&gt;
[[File:PS P38 (6).jpg|thumb|none|600px|The Walter is rechambered by having its slide powerstroked.]]&lt;br /&gt;
[[File:PS P38 (7).jpg|thumb|none|600px|Holstering the P38 - the user reengages the safety and decocks the pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[M1928 Thompson]] is included as part of the Mercury Chapter content, as the SMG for ANZAC Officers and NCOs. &lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PS M1928 Thompson (1).jpg|thumb|none|600px|Patrolling a Greek town with the classic Tommy gun.]]&lt;br /&gt;
[[File:PS M1928 Thompson (2).jpg|thumb|none|600px|Aiming the M1928.]]&lt;br /&gt;
[[File:PS M1928 Thompson (3).jpg|thumb|none|600px|Locking the bolt back during the empty reload.]]&lt;br /&gt;
[[File:PS M1928 Thompson (4).jpg|thumb|none|600px|Setting in a new 50-round drum.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
American Officers and NCOs are equipped with the [[M1A1 Thompson]] submachinegun, with the exception of logistics NCOs, who use the Grease Gun listed below.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:PS M1A1 Thompson (1).jpg|thumb|none|600px|A US Infantry Officer holds his Thompson in the high ready position while riding into Utah Beach.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (2).jpg|thumb|none|600px|Posting up behind a derelict Higgins boat with the M1A1 Thompson.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (3).jpg|thumb|none|600px|The iron sights - only the rear peep is usable.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (4).jpg|thumb|none|600px|Thumbing the firemode selector.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (5).jpg|thumb|none|600px|Reloading the Thompson. On empty, the character smacks a new magazine along the side of the receiver.]]&lt;br /&gt;
[[File:PS M1A1 Thompson (6).jpg|thumb|none|600px|Inserting it.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] is used by US Sappers, logistics NCOs and by tank commanders of the 70th Tank Battalion.&lt;br /&gt;
[[File:M3_Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PS M3 Grease Gun (1).jpg|thumb|none|600px|The M3 Grease Gun out on the test range.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (2).jpg|thumb|none|600px|Aiming with the peep sight.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (3).jpg|thumb|none|600px|Reloading the M3.]]&lt;br /&gt;
[[File:PS M3 Grease Gun (4).jpg|thumb|none|600px|Pulling back the crank style charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
[[MAS-38]] SMGs are available to French Officers and NCOs, and are also used by the combat engineers and by ''Chef de char'' tank commanders.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 -  7.65x20mm Longue]]&lt;br /&gt;
[[File:PS MAS-38 (1).jpg|thumb|none|600px|The MAS-38 in the hands of a French soldier outside of Dinant.]]&lt;br /&gt;
[[File:PS MAS-38 (2).jpg|thumb|none|600px|Aiming the MAS-38. This is the 100m rear aperture, the 200m can also be used.]]&lt;br /&gt;
[[File:PS MAS-38 (3).jpg|thumb|none|600px|Reloading with a new 7.65mm magazine.]]&lt;br /&gt;
[[File:PS MAS-38 (4).jpg|thumb|none|600px|Cycling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==MP 40==&lt;br /&gt;
The [[MP40|MP 40]] is the standard submachinegun used by various classes across the German forces.&lt;br /&gt;
[[File:MP40.jpg|thumb|none|450px|MP 40 - 9x19mm]]&lt;br /&gt;
[[File:PS MP 40 (1).jpg|thumb|none|600px|A Panzer commander armed with the MP 40.]]&lt;br /&gt;
[[File:PS MP 40 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PS MP 40 (3).jpg|thumb|none|600px|After running dry, the character quickly tosses out the magazine...]]&lt;br /&gt;
[[File:PS MP 40 (4).jpg|thumb|none|600px|...locks the bolt back into its safety notch...]]&lt;br /&gt;
[[File:PS MP 40 (5).jpg|thumb|none|600px|...slides in a new mag...]]&lt;br /&gt;
[[File:PS MP 40 (6).jpg|thumb|none|600px|...and smacks the bolt back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
British Airborne Officers and NCOs, Sappers, and Tank Commanders have the [[Sten Mk V]] as a primary weapon. It is the only SMG that can be equipped with a bayonet.&lt;br /&gt;
[[File:Sten Mk5.JPG|thumb|none|450px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:PS Sten MkV (1).jpg|thumb|none|600px|A British Para patrols behind the Arnhem cathedral with his Sten Mk V.]]&lt;br /&gt;
[[File:PS Sten MkV (2).jpg|thumb|none|600px|Using the Mk V's sights.]]&lt;br /&gt;
[[File:PS Sten MkV (3).jpg|thumb|none|600px|Removing a spent magazine from the Sten.]]&lt;br /&gt;
[[File:PS Sten MkV (4).jpg|thumb|none|600px|Reloading with a new mag.]]&lt;br /&gt;
[[File:PS Sten MkV (5).jpg|thumb|none|600px|Working the bolt back - the ejection port always shows it forward, though.]]&lt;br /&gt;
[[File:PS Sten MkV (6).jpg|thumb|none|600px|Affixing the Lee-Enfield No.4 bayonet to the Mk V. Here the vertical grip can be easily seen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
[[Steyr MP34]]s are issued instead of MP40s for 1940 Wehrmacht classes on the Dinant and Stonne levels. It is indexed as the '''MP34(ö)'''; the abbreviation refers to ''Österreich'' (Austria's name in German). Despite having a bayonet lug, the functionality is not used in-game, unlike the Sten Mk V above.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn S1-100/MP34 - 9x19mm]]&lt;br /&gt;
[[File:PS MP34 (1).jpg|thumb|none|600px|The MP34 in-game.]]&lt;br /&gt;
[[File:PS MP34 (2).jpg|thumb|none|600px|Using the Steyr's sights.]]&lt;br /&gt;
[[File:PS MP34 (3).jpg|thumb|none|600px|Actuating the fire selector - it has an animation, but doesn't actually move.]]&lt;br /&gt;
[[File:PS MP34 (4).jpg|thumb|none|600px|Reloading the MP34.]]&lt;br /&gt;
[[File:PS MP34 (5).jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Berthier Mle. 1892 M16==&lt;br /&gt;
[[Berthier Mle 1916]] rifles are used by the French 21 Regiment d'Infanterie Commandant, Combat Engineer, Rifleman, and Sapper kits. &lt;br /&gt;
[[File:Bert-c92 70.jpg|thumb|none|450px|Berthier Model 1916 Carabine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Berthier M1916 (1).jpg|thumb|none|600px|A French ''Sappeur'' armed with the Berthier carbine.]]&lt;br /&gt;
[[File:PS Berthier M1916 (2).jpg|thumb|none|600px|Aiming reveals a shallow rear notch and ultra-thin front post.]]&lt;br /&gt;
[[File:PS Berthier M1916 (3).jpg|thumb|none|600px|Cycling the Berthier's action.]]&lt;br /&gt;
[[File:PS Berthier M1916 (4).jpg|thumb|none|600px|Reloading with a new Mannlicher style clip.]]&lt;br /&gt;
[[File:PS Berthier M1916 (5).jpg|thumb|none|600px|The M1916 can be topped off with loose rounds - three are always shown loaded, regardless of how many have been ejected.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The [[Boys Antitank Rifle]] is used by the French Antitank riflemen kits.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|450px|Boys MkI Anti-Tank Rifle - .55 Boys]]&lt;br /&gt;
[[File:PS Boys (1).jpg|thumb|none|600px|The Boys MkI near the vehicle area on the test range.]]&lt;br /&gt;
[[File:PS Boys (2).jpg|thumb|none|600px|The Boys deployed on the short cobblestone wall.]]&lt;br /&gt;
[[File:PS Boys (3).jpg|thumb|none|600px|Aiming down the small but open sights.]]&lt;br /&gt;
[[File:PS Boys (4).jpg|thumb|none|600px|Slowly working the Boys' gargantuan bolt action.]]&lt;br /&gt;
[[File:PS Boys (5).jpg|thumb|none|600px|Pulling out the magazine.]]&lt;br /&gt;
[[File:PS Boys (6).jpg|thumb|none|600px|Getting a good view of the .55 cartridge before loading in the new one.]]&lt;br /&gt;
[[File:PS Boys (7).jpg|thumb|none|600px|The Boys is always rechambered at the end of its reload.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 41(W)==&lt;br /&gt;
Wehrmacht ''Funker'' radiomen are equipped with the rare Walther model of the [[Gewehr 41]], the immediate predecessor of the [[Gewehr 43]]. As its magazine is fixed, it only loads from clips, but it does have the ability to mount a bayonet.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Walther Gewehr 41 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS G41(W) (1).jpg|thumb|none|600px|A Polish Paratrooper with the Walther G41 on the rifle range.]]&lt;br /&gt;
[[File:PS G41(W) (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:PS G41(W) (3).jpg|thumb|none|600px|Reloading the Gewehr 41 from empty - the soldier holds the second clip in his palm while loading the first.]]&lt;br /&gt;
[[File:PS G41(W) (4).jpg|thumb|none|600px|Setting in the second clip after loading and thumbing out the first. Offsetting the bottom three rounds to the left is a very accurate detail to how cartridges tend to feed off clips and into the internal magazine.]]&lt;br /&gt;
[[File:PS G41(W) (5).jpg|thumb|none|600px|About to rechamber the G41...]]&lt;br /&gt;
[[File:PS G41(W) (6).jpg|thumb|none|600px|...which sends the second clip flying out. The none-empty reload animation is performed by locking the bolt back and ejecting a round, and then loading in one five-shot clip regardless of how many rounds are in the magazine.]]&lt;br /&gt;
[[File:PS G41(W) (7).jpg|thumb|none|600px|Affixing the G41's bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
In turn, the 9.SS-Panzer radioman class uses the [[Gewehr 43]] rifle, with eight magazines rather than clips for reloads.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS G43 (1).jpg|thumb|none|600px|The Gewehr 43, out on a Dutch farm in the rain.]]&lt;br /&gt;
[[File:PS G43 (2).jpg|thumb|none|600px|Aiming the G43.]]&lt;br /&gt;
[[File:PS G43 (3).jpg|thumb|none|600px|Rocking in a new magazine during the reload.]]&lt;br /&gt;
[[File:PS G43 (4).jpg|thumb|none|600px|Chambering the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard issue service rifle for the German military in ''Post Scriptum''. The ''Scharfschütze'' kits use a Zeiss ZF39 equipped Kar98k as their sniper rifle.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS Kar98k (1).jpg|thumb|none|600px|The Karabiner 98k, in a square of Carentan.]]&lt;br /&gt;
[[File:PS Kar98k (2).jpg|thumb|none|600px|Sighting in the rifle.]]&lt;br /&gt;
[[File:PS Kar98k (3).jpg|thumb|none|600px|Working the bolt-action after firing a shot.]]&lt;br /&gt;
[[File:PS Kar98k (4).jpg|thumb|none|600px|Reloading the Kar 98k with a stripper clip.]]&lt;br /&gt;
[[File:PS Kar98k (5).jpg|thumb|none|600px|Kicking out the empty clip by driving the bolt home.]]&lt;br /&gt;
[[File:PS Kar98k (6).jpg|thumb|none|600px|As with some other weapons in the game, the K98k is also topped off from full stripper clips. The character withdraws and saves the extra rounds.]]&lt;br /&gt;
[[File:PS Kar98k (7).jpg|thumb|none|600px|Affixing the Karabiner's bayonet.]]&lt;br /&gt;
[[File:Kar98k ZF39.jpg|thumb|none|450px|Karabiner 98k sniper rifle with Zeiss ZF39 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS Kar98k ZF39 1).jpg|thumb|none|600px|A German sniper equipped with the Kar98k + ZF39 in the early days of the war.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (2).jpg|thumb|none|600px|The game darkens out the peripheral vision when looking through sniper scopes.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (3).jpg|thumb|none|600px|Opening the action up on a reload.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (4).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (5).jpg|thumb|none|600px|The user turns the rifle over to inspect the chamber...]]&lt;br /&gt;
[[File:PS Kar98k ZF39 (6).jpg|thumb|none|600px|....and mashes the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel Mle. 1886 M93==&lt;br /&gt;
French ''Fusilier'' and ''Recrue'' infantry are issued with old [[Lebel Mle 1886]] rifles. The ''Tireur d'elite'' sharpshooter uses the Lebel with the APX 1917 scope as the French never issued [[MAS-36]] with scopes in WWII.&lt;br /&gt;
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Lebel M1886 (1).jpg|thumb|none|600px|A French Infantrymen of the 21 Regiment, armed with a Lebel rifle in Foqueux.]]&lt;br /&gt;
[[File:PS Lebel M1886 (2).jpg|thumb|none|600px|Bringing up the Mle. 1886 to sight in the rifle.]]&lt;br /&gt;
[[File:PS Lebel M1886 (3).jpg|thumb|none|600px|Opening the Lebel's action after firing the last shot.]]&lt;br /&gt;
[[File:PS Lebel M1886 (4).jpg|thumb|none|600px|Depressing the cartridge elevator...]]&lt;br /&gt;
[[File:PS Lebel M1886 (5).jpg|thumb|none|600px|...and filling it up with 8mm rounds.]]&lt;br /&gt;
[[File:PS Lebel M1886 (6).jpg|thumb|none|600px|Equipping the Lebel's bayonet.]]&lt;br /&gt;
[[File:Apx1917 1.jpg|thumb|none|450px|Lebel Model 1886 Rifle fitted with APX Mle 1917 sniper scope]]&lt;br /&gt;
[[File:PS Lebel APX (1).jpg|thumb|none|600px|The Lebel sniper variant ingame.]]&lt;br /&gt;
[[File:PS Lebel APX (2).jpg|thumb|none|600px|Aiming with the APX 1917 scope.]]&lt;br /&gt;
[[File:PS Lebel APX (3).jpg|thumb|none|600px|Rechambering the Lebel sniper.]]&lt;br /&gt;
[[File:PS Lebel APX (4).jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III*==&lt;br /&gt;
ANZAC forces in the Mercury Chapter use the older [[Lee-Enfield No.1 Mk III*]] pattern as their standard issue rifle. A scoped version is available to their sniper class.&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* - .303 British]]&lt;br /&gt;
[[File:PS SMLE (1).jpg|thumb|none|600px|An ANZAC rifleman with the standard Lee-Enfield rifle.]]&lt;br /&gt;
[[File:PS SMLE (2).jpg|thumb|none|600px|Aiming. The hand positions are reused from the No.4 below.]]&lt;br /&gt;
[[File:PS SMLE (3).jpg|thumb|none|600px|Ejecting out a .303 shell casing.]]&lt;br /&gt;
[[File:PS SMLE (4).jpg|thumb|none|600px|Reloading the SMLE - placing in a charger clip.]]&lt;br /&gt;
[[File:No1MK3.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* (HT) - .303 British]]&lt;br /&gt;
[[File:PS SMLE (5).jpg|thumb|none|600px|The scoped SMLE rifle out at some Crete windmills.]]&lt;br /&gt;
[[File:PS SMLE (6).jpg|thumb|none|600px|Getting a look at the No.1 rifle's right side.]]&lt;br /&gt;
[[File:PS SMLE (7).jpg|thumb|none|600px|The view through the rather low-detailed scope.]]&lt;br /&gt;
[[File:PS SMLE (8).jpg|thumb|none|600px|Reloading the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk 1==&lt;br /&gt;
The [[Lee-Enfield No. 4]] rifle is the standard battle rifle of the UK Armed Forces in ''Post Scriptum.''&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (1).jpg|thumb|none|600px|A Lee-Enfield No.4 Mk 1 in the hands of a British Para standing next to a Universal Carrier - note the &amp;quot;mad-minute&amp;quot; posture.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (2).jpg|thumb|none|600px|Looking through the 100m battle sights.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (3).jpg|thumb|none|600px|The flip aperture set at the next increment of 200m. It goes up to 1000m.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (4).jpg|thumb|none|600px|Cycling the Enfield's distinctive &amp;quot;clickity-clack&amp;quot; fast action.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (5).jpg|thumb|none|600px|Reloading a five shot charger clip - the partial reload always shows one full one loaded, regardless.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (6).jpg|thumb|none|600px|Both clips are thumbed out, and the bolt is driven home.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (7).jpg|thumb|none|600px|Affixing the No.4's spike bayonet.]]&lt;br /&gt;
[[File:PS Lee-Enfield No4 (8).jpg|thumb|none|600px|In idle, the Para grips the rifle by its stock.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No.4 Mk 1 (T)===&lt;br /&gt;
British and Polish Airborne snipers use the [[Lee-Enfield No. 4|Lee-Enfield No. 4 Mk 1 (T)]] sniper rifle. Unlike the other scoped rifles in-game, the Lee-Enfield sniper can rechamber while maintaining a view through the scope.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk 1 (T) - .303 British]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (1).jpg|thumb|none|600px|The Lee-Enfield sniper rifle out on the practice range - it is held normally, rather than the mad-minute posture of the infantry pattern.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (2).jpg|thumb|none|600px|The view through the No. 32 Telescopic sight.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (3).jpg|thumb|none|600px|Reloading the Enfield sniper - the fired round is ejected.]]&lt;br /&gt;
[[File:PS No4 Mk1 (T) (4).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] rifle is the standard service rifle for American forces.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PS M1 Garand (1).jpg|thumb|none|600px|Posting up just outside of Carentan, with the M1 rifle.]]&lt;br /&gt;
[[File:PS M1 Garand (2).jpg|thumb|none|600px|''Post Scriptum'' portrays the Garand's sights very realistically, most games usually give the M1 a psuedo ghost ring for a rear sight. This is likely to balance it out as the Germans have less issued self loading rifles in turn. The sights also dial from 100 - 600m.]]&lt;br /&gt;
[[File:PS M1 Garand (3).jpg|thumb|none|600px|Pinging out an empty clip, the M1 Garand's signature feature.]]&lt;br /&gt;
[[File:PS M1 Garand (4).jpg|thumb|none|600px|Carefully dropping in a new clip.]]&lt;br /&gt;
[[File:PS M1 Garand (5).jpg|thumb|none|600px|Though, as with a lot of other more modern depictions of the Garand, the en-bloc can be withdrawn for tactical reloads.]]&lt;br /&gt;
[[File:PS M1 Garand (6).jpg|thumb|none|600px|Attaching the bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
[[M1 Carbine]]s are available to the US 4th Infantry forces introduced in the &amp;quot;Day of Days&amp;quot; chapter.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:PS M1 Carbine (1).jpg|thumb|none|600px|The M1 Carbine out on the Normandy beaches.]]&lt;br /&gt;
[[File:PS M1 Carbine (2).jpg|thumb|none|600px|ADS with the rear sight set to the 300m setting.]]&lt;br /&gt;
[[File:PS M1 Carbine (3).jpg|thumb|none|600px|Reloading the carbine.]]&lt;br /&gt;
[[File:PS M1 Carbine (4).jpg|thumb|none|600px|About to rechamber.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1A1 Carbine]] is issued to the US Airborne Radioman, Medic, and Combat Engineer classes. British Airborne radiomen kits also have access to the M1A1 Paratrooper carbine.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:PS M1A1 Carbine (1).jpg|thumb|none|600px|A member of the 101st Airborne cautiously approaches [[Band of Brothers#M1A1 Carbine|Cafe de Normandie]] with the M1A1 Paratrooper Carbine.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (2).jpg|thumb|none|600px|Aiming at the chimney - the early style rear sight is adjustable.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (3).jpg|thumb|none|600px|Reloading the fifteen-shot magazine with the left hand.]]&lt;br /&gt;
[[File:PS M1A1 Carbine (4).jpg|thumb|none|600px|Chambering the M1A1 with the right.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A3 Springfield==&lt;br /&gt;
The [[M1903A3 Springfield]] is available to US Army infantry and logistics riflemen as an alternative to the M1 rifle.&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|450px|Remington Arms M1903A3 Rifle - .30-06]]&lt;br /&gt;
[[File:PS M1903A3 (1).jpg|thumb|none|600px|An 82nd Airborne rifleman with his Springfield after dropping into the Netherlands.]]&lt;br /&gt;
[[File:PS M1903A3 (2).jpg|thumb|none|600px|Aiming with the M1903A3's distinct aperture sights.]]&lt;br /&gt;
[[File:PS M1903A3 (3).jpg|thumb|none|600px|Ejecting a spent .30-06 round out of the rifle.]]&lt;br /&gt;
[[File:PS M1903A3 (4).jpg|thumb|none|600px|The M1903A3 also tops off with loose rounds.]]&lt;br /&gt;
[[File:PS M1903A3 (5).jpg|thumb|none|600px|The empty reload starts with grabbing the clip of .30-06 first, and then opening up the action.]]&lt;br /&gt;
[[File:PS M1903A3 (6).jpg|thumb|none|600px|Feeding the cartridges into the magazine.]]&lt;br /&gt;
[[File:PS M1903A3 (7).jpg|thumb|none|600px|Flicking out the empty clip before driving the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
===M1903A4 Springfield===&lt;br /&gt;
American marksmen use the [[M1903A4 Springfield]] sniper rifle, the signature sniper rifle of the US Army in the European theater.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb||none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06]]&lt;br /&gt;
[[File:PS M1903A4 (1).jpg|thumb|none|600px|The M1903A4 out in the fields of Normandy.]]&lt;br /&gt;
[[File:PS M1903A4 (2).jpg|thumb|none|600px|The view down the Weaver scope.]]&lt;br /&gt;
[[File:PS M1903A4 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:PS M1903A4 (4).jpg|thumb|none|600px|Reloading the M1903A4.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is the standard battle rifle for the French Army, though it is issued to specialized kits - NCOs, Radio Operators, Medics, AT and Chief Engineers, and Light Mortarmen. The general riflemen roles are supplemented with its older WWI predecessors.&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm]]&lt;br /&gt;
[[File:PS MAS-36 (1).jpg|thumb|none|600px|Observing a creek with the MAS-36.]]&lt;br /&gt;
[[File:PS MAS-36 (2).jpg|thumb|none|600px|The MAS-36 features a good set of open battle sights.]]&lt;br /&gt;
[[File:PS MAS-36 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:PS MAS-36 (4).jpg|thumb|none|600px|Reloading the rifle with more 7.5mm French cartridges.]]&lt;br /&gt;
[[File:PS MAS-36 (5).jpg|thumb|none|600px|Chambering the MAS-36.]]&lt;br /&gt;
[[File:PS MAS-36 (6).jpg|thumb|none|600px|The non-empty reload has four shots loaded, and the last one removed with the clip.]]&lt;br /&gt;
[[File:PS MAS-36 (7).jpg|thumb|none|600px|Unstowing the MAS's signature French style spike bayonet.]]&lt;br /&gt;
[[File:PS MAS-36 (8).jpg|thumb|none|600px|Screwing it into place.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
German ''Panzerbüchse'' kits use the [[Panzerbüchse 39]], exclusively in the 1940 era. For the later set maps, German forces instead have the more effective man portable rocket launchers.&lt;br /&gt;
[[File:PzB-39-2.jpg|thumb|none|450px|PzB 39 Anti-tank rifle with spare ammunition box - 7.92x94 mm (Patrone 318)]]&lt;br /&gt;
[[File:PS PzB 39 (1).jpg|thumb|none|600px|Deploying the PzB 39 on a chicken coop - the user opens up the right cartridge hopper.]]&lt;br /&gt;
[[File:PS PzB 39 (2).jpg|thumb|none|600px|Aiming the Panzerbüchse.]]&lt;br /&gt;
[[File:PS PzB 39 (3).jpg|thumb|none|600px|Opening the action up after firing a shot.]]&lt;br /&gt;
[[File:PS PzB 39 (4).jpg|thumb|none|600px|Loading in a new Patrone 318.]]&lt;br /&gt;
[[File:PS PzB 39 (5).jpg|thumb|none|600px|Chambering the PzB.]]&lt;br /&gt;
[[File:PS PzB 39 (6).jpg|thumb|none|600px|The hopper can be manually reloaded with another.]]&lt;br /&gt;
&lt;br /&gt;
==StG 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is included and only available in one of the ''Gruppenführer'' loadouts for the latewar German forces.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:PS StG 44 (1).jpg|thumb|none|600px|The StG 44 in the hands of a SS soldier.]]&lt;br /&gt;
[[File:PS StG 44 (2).jpg|thumb|none|600px|Aiming the assault rifle.]]&lt;br /&gt;
[[File:PS StG 44 (3).jpg|thumb|none|600px|Removing a magazine on the reload.]]&lt;br /&gt;
[[File:PS StG 44 (4).jpg|thumb|none|600px|As with the Thompson, the empty reload has the user smack the fresh magazine along the side of the StG.]]&lt;br /&gt;
[[File:PS StG 44 (5).jpg|thumb|none|600px|Rocking in the 7.92mm Kurz magazine.]]&lt;br /&gt;
[[File:PS StG 44 (6).jpg|thumb|none|600px|Charging the StG 44.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk III==&lt;br /&gt;
The Mk III variant of the [[Bren]] machine gun is the machine gun available for British Airborne, XXX Corps soldiers, and the Polish Brigade. It is a lightened development of the Mk II that was issued in July 1944.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:PS Bren (1).jpg|thumb|none|600px|The Bren Mk III out in the rain.]]&lt;br /&gt;
[[File:PS Bren (2).jpg|thumb|none|600px|Aiming - the sights can be adjusted out to 600m.]]&lt;br /&gt;
[[File:PS Bren (3).jpg|thumb|none|600px|Pulling out a dry .303 magazine.]]&lt;br /&gt;
[[File:PS Bren (4).jpg|thumb|none|600px|About to put in a new one, and then lock the action back.]]&lt;br /&gt;
[[File:PS Bren (5).jpg|thumb|none|600px|Deploying the Bren on a post.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle. 1915==&lt;br /&gt;
The [[Chauchat]] machine gun is one of the two options for French machine gunners.&lt;br /&gt;
[[File:Chauchat without sights.jpg|thumb|450px|none|Chauchat Mle 1915  - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Chauchat (1).jpg|thumb|none|600px|The Chauchat Mle. 1915 on the Stonne map.]]&lt;br /&gt;
[[File:PS Chauchat (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PS Chauchat (3).jpg|thumb|none|600px|Unloading an empty magazine out of the Mle. 1915.]]&lt;br /&gt;
[[File:PS Chauchat (4).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:PS Chauchat (5).jpg|thumb|none|600px|Pulling the bolt back from empty.]]&lt;br /&gt;
[[File:PS Chauchat (6).jpg|thumb|none|600px|Examing the Chauchat with the bolt locked back.]]&lt;br /&gt;
&lt;br /&gt;
==Chatellerault FM24/29==&lt;br /&gt;
[[Chatellerault M1924/29]] machine guns are the second option available to French gunners.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|none|450px|FM 24/29 - 7.5x54mm]]&lt;br /&gt;
[[File:PS FM 24 (1).jpg|thumb|none|600px|Standing alongside the Meuse River with the Chatellerault machine gun.]]&lt;br /&gt;
[[File:PS FM 24 (2).jpg|thumb|none|600px|Using the FM 24/29's distinct sights.]]&lt;br /&gt;
[[File:PS FM 24 (3).jpg|thumb|none|600px|Empty reloads start with the bolt being pulled back first.]]&lt;br /&gt;
[[File:PS FM 24 (4).jpg|thumb|none|600px|Swapping out the magazine.]]&lt;br /&gt;
[[File:PS FM 24 (5).jpg|thumb|none|600px|Deploying the Chatellerault on the improvised bridge.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The German Fallschirmjaeger has a distinct &amp;quot;FG-42 Schütze&amp;quot; class equipped with the second pattern [[FG 42]]. The combination of the muzzle brake and buffered stock results in surprisingly good recoil control even when shooting offhand. &lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS FG 42 (1).jpg|thumb|none|600px|The FG 42 in Carentan.]]&lt;br /&gt;
[[File:PS FG 42 (2).jpg|thumb|none|600px|Aiming; the drum rear sight can adjust up to 1000m.]]&lt;br /&gt;
[[File:PS FG 42 (3).jpg|thumb|none|600px|Working the fire selector - the game does not portray the complex automatic-open bolt/semiauto-closed bolt procedure.]]&lt;br /&gt;
[[File:PS FG 42 (4).jpg|thumb|none|600px|Reloading the FG 42.]]&lt;br /&gt;
[[File:PS FG 42 (5).jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:PS FG 42 (6).jpg|thumb|none|600px|Rechambering the automatic rifle.]]&lt;br /&gt;
[[File:PS FG 42 (7).jpg|thumb|none|600px|Handling the FG 42's bipod. The bayonet is unusable, in favor of the more practical bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
[[Lewis Gun]]s are used by the ANZAC forces as their machine gun. It has to be deployed in order to be aimed, akin to the belt-fed GPMGs. &lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|450px|Lewis gun Mk I - .303 British]]&lt;br /&gt;
[[File:PS Lewis (1).jpg|thumb|none|600px|The Lewis gun deployed on a low Greek fence. In this position, the gunner holds the stock with his left hand.]]&lt;br /&gt;
[[File:PS Lewis (2).jpg|thumb|none|600px|Aiming with the distinct large adjustable sights.]]&lt;br /&gt;
[[File:PS Lewis (3).jpg|thumb|none|600px|Reloading - the user inspects the pan magazine.]]&lt;br /&gt;
[[File:PS Lewis (4).jpg|thumb|none|600px|Palming it in.]]&lt;br /&gt;
[[File:PS Lewis (5).jpg|thumb|none|600px|Charging the Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The [[M1918A2 BAR]] is one of the two machine guns used by the American forces, offering better mobility and the ability to be aimed offhand compared to its belt-fed brother below.&lt;br /&gt;
[[File:BAR.jpg|thumb|450px|none|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:PS BAR (1).jpg|thumb|none|600px|Advancing on the German defenses on Utah Beach with the M1918A2 BAR.]]&lt;br /&gt;
[[File:PS BAR (2).jpg|thumb|none|600px|The BAR's default 100m rear sight...]]&lt;br /&gt;
[[File:PS BAR (3).jpg|thumb|none|600px|...and its aperture, used from 200m here to 1000m.]]&lt;br /&gt;
[[File:PS BAR (4).jpg|thumb|none|600px|Deploying the Browning on sandbags.]]&lt;br /&gt;
[[File:PS BAR (5).jpg|thumb|none|600px|Removing a used magazine.]]&lt;br /&gt;
[[File:PS BAR (6).jpg|thumb|none|600px|Inspecting a new one before loading it in. The hand positions are a bit out of whack here due the bipod-deployed state.]]&lt;br /&gt;
[[File:PS BAR (7).jpg|thumb|none|600px|Charging the BAR.]]&lt;br /&gt;
&lt;br /&gt;
==M1919A6 Browning==&lt;br /&gt;
American forces also have a machine gunner class equipped with the [[Browning M1919A6]] machine gun, offering a more volume-of-fire oriented choice compared to the maneuverable BAR. &lt;br /&gt;
[[File:M1919a late WWII.jpg|thumb|none|450px|Browning M1919A6 - .30-06 Springfield]]&lt;br /&gt;
[[File:PS M1919A6 (1).jpg|thumb|none|600px|Holding the Browning M1919A6 from the hip, with the carry handle.]]&lt;br /&gt;
[[File:PS M1919A6 (2).jpg|thumb|none|600px|The Browning set up on the sandbags.]]&lt;br /&gt;
[[File:PS M1919A6 (3).jpg|thumb|none|600px|Aiming the M1919A6 with the standard 100m notch.]]&lt;br /&gt;
[[File:PS M1919A6 (4).jpg|thumb|none|600px|The adjustable 200 - 1000m leaf aperture, same as the BAR.]]&lt;br /&gt;
[[File:PS M1919A6 (5).jpg|thumb|none|600px|Handling the top cover on a reload.]]&lt;br /&gt;
[[File:PS M1919A6 (6).jpg|thumb|none|600px|Placing in a new .30-06 belt.]]&lt;br /&gt;
[[File:PS M1919A6 (7).jpg|thumb|none|600px|On empty, the gunner charges the M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
German machine gunners are primarily issued with [[MG34|MG 34]] machine guns, feeding from 75-round ''Gurtrommel 34'' drums. As a medium machine gun, it is only usable in hipfire until deployed on cover or in prone. The fire-selector functionality allows for the single shot trigger to be used. The MG 34 is used in a stationary emplacement on the ''Lafette'' tripod, and is mounted in a few vehicles such as the BMW R75 sidecar and one variant of the Sd.Kfz.251.&lt;br /&gt;
[[File:mg-34man-portable.jpg|thumb|none|450px|MG 34 with Gurtrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 (1).jpg|thumb|none|600px|Examining the MG 34 as seen from the hip.]]&lt;br /&gt;
[[File:PS MG 34 (2).jpg|thumb|none|600px|Aiming the MG after deploying it on the rock.]]&lt;br /&gt;
[[File:PS MG 34 (3).jpg|thumb|none|600px|Empty reloads have the bolt locked back first.]]&lt;br /&gt;
[[File:PS MG 34 (4).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:PS MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm belt.]]&lt;br /&gt;
[[File:PS MG 34 (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|400px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 Lafette.jpg|thumb|none|600px|A prebuilt example of the MG 34 Lafette on the training range.]]&lt;br /&gt;
[[File:PS MG 34 R75 (1).jpg|thumb|none|600px|Looking at the R75 sidecar equipped MG 34.]]&lt;br /&gt;
[[File:PS MG 34 R75 (2).jpg|thumb|none|600px|As seen from riding in the sidecar.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42|MG 42]] is available to German units in the 1944 levels, both as a man-portable MMG feeding from the assault drums, or as a FOB emplacement. It is also mounted in one variation of the Sd.Kfz. 251 halftrack.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with Gurtrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 42 (1).jpg|thumb|none|600px|A MG 42 posted up on the Wehrmacht's defenses on Utah Beach.]]&lt;br /&gt;
[[File:PS MG 42 (2).jpg|thumb|none|600px|Looking through the MG 42's sights.]]&lt;br /&gt;
[[File:PS MG 42 (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:PS MG 42 (4).jpg|thumb|none|600px|Removing an empty assault drum.]]&lt;br /&gt;
[[File:PS MG 42 (5).jpg|thumb|none|600px|Feeding in the belt from a new one.]]&lt;br /&gt;
[[File:PS MG 42 (6).jpg|thumb|none|600px|Palming down the top cover.]]&lt;br /&gt;
[[File:PS MG 42 Lafette (1).jpg|thumb|none|600px|The MG 42 Lafette tripod configuration.]]&lt;br /&gt;
[[File:PS MG 42 Sd.Kfz (1).jpg|thumb|none|600px|The MG 42 atop a ''Hanomag''.]]&lt;br /&gt;
[[File:PS MG 42 Sd.Kfz (2).jpg|thumb|none|600px|Manning the armored MG.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-26==&lt;br /&gt;
[[ZB-26]] machine guns are issued in place of the then non-existent MG 42 for the Wehrmacht in the 1940 maps. It is indexed under its Wehrmacht designation, '''MG-26(t)''', in-game.&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB-26 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS ZB-26 (1).jpg|thumb|none|600px|The ZB-26 in the German deployment zone at Stonne.]]&lt;br /&gt;
[[File:PS ZB-26 (2).jpg|thumb|none|600px|Aiming the ZB.]]&lt;br /&gt;
[[File:PS ZB-26 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:PS ZB-26 (4).jpg|thumb|none|600px|Unloading a spent magazine from the ZB-26.]]&lt;br /&gt;
[[File:PS ZB-26 (5).jpg|thumb|none|600px|Setting in a new one.]]&lt;br /&gt;
[[File:PS ZB-26 (6).jpg|thumb|none|600px|Charging the machine gun.]]&lt;br /&gt;
[[File:PS ZB-26 (7).jpg|thumb|none|600px|The ZB-26 deployed on the sandbags.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Enfield Cup Grenade Launcher==&lt;br /&gt;
The [[No.1 Mk.I Cup Discharger]], affixed to the [[Lee-Enfield No. 4]] is issued to the British Forces' Grenadiers, with 4 Mills Bomb projectiles. &lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|450px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:PS Cup Discharger (1).jpg|thumb|none|600px|The Grenadier Enfield out in the Osterbeek countryside.]]&lt;br /&gt;
[[File:PS Cup Discharger (2).jpg|thumb|none|600px|It can be dialed in from 25m to 250m - the Mills grenades are heavy projectiles.]]&lt;br /&gt;
[[File:PS Cup Discharger (3).jpg|thumb|none|600px|Pulling the pin off a Mills at the start of a reload.]]&lt;br /&gt;
[[File:PS Cup Discharger (4).jpg|thumb|none|600px|Setting the projectile in the cup.]]&lt;br /&gt;
[[File:PS Cup Discharger (5).jpg|thumb|none|600px|Loading in a &amp;quot;blank&amp;quot; cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
German ''Schiessbecher'' grenadiers use the [[K98k]] equipped with the [[Gewehrgranatengerät]] device. It only has the ''Gewehr-Sprenggranate'' as the available projectile. &lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|450px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|thumb|none|450px|''Gewehrgranatengerät'' mounted on Kar98k rifle]]&lt;br /&gt;
[[File:PS Gewehrgranat (1).jpg|thumb|none|600px|The Gewehrgranatengerät in-game.]]&lt;br /&gt;
[[File:PS Gewehrgranat (2).jpg|thumb|none|600px|Aiming at 100m - it zeroes from 25m to 200m.]]&lt;br /&gt;
[[File:PS Gewehrgranat (3).jpg|thumb|none|600px|Loading in the projectile.]]&lt;br /&gt;
[[File:PS Gewehrgranat (4).jpg|thumb|none|600px|And reloading the launching cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] in conjunction with the [[M1 Garand]] is issued to American Grenadier kits. It has the most options for projectiles, included [[Mk 2 hand grenade|Mk. 2]] fragmentation warheads for infantry, [[M9A1 Rifle Grenade]]s for anti-armor/vehicle use, and M16 Smoke Grenades for concealment. &lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|450px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:PS M7 Frag (1).jpg|thumb|none|600px|The M1/M7 combo with the Mk 2 fragmentation round loaded.]]&lt;br /&gt;
[[File:PS M7 Frag (2).jpg|thumb|none|600px|Aiming - all rounds zero from 50m to 200m.]]&lt;br /&gt;
[[File:PS M7 Frag (3).jpg|thumb|none|600px|Latching in another frag round.]]&lt;br /&gt;
[[File:PS M7 Frag (4).jpg|thumb|none|600px|Pulling the pin out.]]&lt;br /&gt;
[[File:PS M7 Frag (5).jpg|thumb|none|600px|Loading in a blank cartridge.]]&lt;br /&gt;
[[File:M9A1 Rifle Grenade.jpg|thumb|400px|none|M9A1 22mm Rifle Grenade]]&lt;br /&gt;
[[File:PS M7 AT (1).jpg|thumb|none|600px|The M9A1 AT grenade in-game.]]&lt;br /&gt;
[[File:PS M7 AT (2).jpg|thumb|none|600px|The M9A1 aimed at 100m.]]&lt;br /&gt;
[[File:PS M7 AT (3).jpg|thumb|none|600px|Reloading the AT grenade.]]&lt;br /&gt;
[[File:PS M7 Smoke (1).jpg|thumb|none|600px|Idling with the smoke round configuration.]]&lt;br /&gt;
[[File:PS M7 Smoke (3).jpg|thumb|none|600px|Aiming at 200m.]]&lt;br /&gt;
[[File:PS M7 Smoke (2).jpg|thumb|none|600px|Loading up another smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
US 4th Infantry Division Bazooka troops use the [[M1A1 &amp;quot;Bazooka&amp;quot;]] rocket launcher.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka on the practice range.]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the M1A1; the sights adjust from 100 to 200 to 300 meters.]]&lt;br /&gt;
[[File:PS M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading a HEAT warhead. Unfortunately, the necessary step of connecting the rocket to the battery is skipped.]]&lt;br /&gt;
&lt;br /&gt;
==M9A1 Bazooka==&lt;br /&gt;
The [[M9A1 &amp;quot;Bazooka&amp;quot;]] variant is used by the 82nd and 101st Airborne Bazooka kits. &lt;br /&gt;
[[File:M9A1 Bazooka.jpg|thumb|none|450px|M9A1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:PS M9A1 (1).jpg|thumb|none|600px|Viewing the M9A1 Bazooka tube.]]&lt;br /&gt;
[[File:PS M9A1 (2).jpg|thumb|none|600px|Aiming through the rudimentary optical sight.]]&lt;br /&gt;
[[File:PS M9A1 (3).jpg|thumb|none|600px|Reloading the rocket warhead.]]&lt;br /&gt;
[[File:PS M9A1 (4).jpg|thumb|none|600px|Setting it in fully.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 60==&lt;br /&gt;
The German Forces 1944-era ''Leichte Panzerabwehr'' kit has the [[Panzerfaust 60]] disposable launcher.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|450px|Panzerfaust 60 - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:PS Panzerfaust (1).jpg|thumb|none|600px|Viewing the Panzerfaust 60 launcher.]]&lt;br /&gt;
[[File:PS Panzerfaust (2).jpg|thumb|none|600px|Using the sights - it can be zeroed at each notch.]]&lt;br /&gt;
[[File:PS Panzerfaust (3).jpg|thumb|none|600px|Pulling the safety pin out of another Panzerfaust.]]&lt;br /&gt;
[[File:PS Panzerfaust (4).jpg|thumb|none|600px|Flicking up the leaf sight.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] launcher is used by the German ''Schwere Panzerabwehr'' class in the 1944 era levels, and has two rockets. It goes by its full German moniker of '''''Raketenpanzerbüchse 54''''' in-game.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:PS Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the hands of a SS Panzergrenadier.]]&lt;br /&gt;
[[File:PS Panzerschreck (2).jpg|thumb|none|600px|Using the RPzB's non-adjustable sights.]]&lt;br /&gt;
[[File:PS Panzerschreck (3).jpg|thumb|none|600px|As with many WWII games, it reloads similar to the Bazooka variants despite being a much longer tube.]]&lt;br /&gt;
[[File:PS Panzerschreck (4).jpg|thumb|none|600px|''Post Scriptum'' also unfortunately emits the necessary step of connecting the rocket to the launching battery.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
British and Polish Light AT units utilize the [[PIAT]] launcher as their anti-vehicle launcher.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|450px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:PS PIAT (1).jpg|thumb|none|600px|The PIAT out next to the Arnhem Bridge.]]&lt;br /&gt;
[[File:PS PIAT (2).jpg|thumb|none|600px|Aiming - each of the sights can be used for ranging.]]&lt;br /&gt;
[[File:PS PIAT (3).jpg|thumb|none|600px|Reloading the 3.25 in warhead after blasting the bunkerhouse.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
French 21 Regiment forces have the [[F1 hand grenade]] as their standard fragmentation grenade. &lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|150px|F1 hand grenade with Mle1935 fuse]]&lt;br /&gt;
[[File:PS F1 (1).jpg|thumb|none|600px|The F1 Grenade along the Meuse River.]]&lt;br /&gt;
[[File:PS F1 (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
The magnetic [[Hafthohlladung]] Anti Tank Mine is issued to German Heavy and Light Antitank, and Sapper kits. It has to be manually placed and functions on a timed fuse.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|250px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:PS HHL (1).jpg|thumb|none|600px|A German LAT with the HHL mine.]]&lt;br /&gt;
[[File:PS HHL (2).jpg|thumb|none|600px|The HHL placed on an hapless Dutch phone booth.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade/Mine==&lt;br /&gt;
American and British forces have the [[Mk-II No. 75 Hawkins Grenade/Mine]] as an explosive used by their Sapper and Bazooka/PIAT classes. It functions identical to the HHL mine.&lt;br /&gt;
[[File:Hawkinsmine.JPG|thumb|none|400px|Mk-II No. 75 Hawkins Grenade/Mine]]&lt;br /&gt;
[[File:PS Hawkins.jpg|thumb|none|600px|The Hawkins Mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
[[M1 Mine|M1A1 Mine]]s are used by American Combat Engineers. &lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:PS M1A1 AT.jpg|thumb|none|600px|The M1A1 Mine in first person.]]&lt;br /&gt;
&lt;br /&gt;
==M2A1 Mine==&lt;br /&gt;
The [[M2 Mine]] is used as the antipersonnel mine for US engineers. &lt;br /&gt;
[[File:M2A3 Mine.jpg|thumb|none|250px|M2A3 Anti-personel mine]]&lt;br /&gt;
[[File:PS M2A1 AP.jpg|thumb|none|600px|Holding the M2A1 AP mine.]]&lt;br /&gt;
&lt;br /&gt;
==M8 Smoke Grenade==&lt;br /&gt;
The [[AN/M8 HC smoke grenade]] is used by American forces, with both white and red versions. &lt;br /&gt;
[[File:AN-M8.jpg|thumb|none|200px|AN/M8 HC smoke grenade]]&lt;br /&gt;
[[File:PS M8 Smoke (1).jpg|thumb|none|600px|A US Soldier with the M8 Smoke grenade.]]&lt;br /&gt;
[[File:PS M8 Smoke (2).jpg|thumb|none|600px|About to toss a M8 while watching another one release its cloud.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are the offensive grenade of choice for the British units.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk. I Mills Bomb]]&lt;br /&gt;
[[File:PS No. 36 Mills (1).jpg|thumb|none|600px|The Mills Bomb in a British encampment.]]&lt;br /&gt;
[[File:PS No. 36 Mills (2).jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1935 Mine==&lt;br /&gt;
The '''Mle 1935 Mine''' is a heavy antitank mine used by the French HAT ''Ingénieur de combat''.&lt;br /&gt;
[[File:PS Mle 1935 AT.jpg|thumb|none|600px|The Mle 1935 HAT mine, which features a camouflage finish.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1936 Mine==&lt;br /&gt;
The '''Mle 1936''' is given to the French LAT Engineer, as a smaller yield antivehicle mine.&lt;br /&gt;
[[File:PS Mle 1936 LAT.jpg|thumb|none|600px|Holding the Mle 1936 mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mle 1939 AP Mine==&lt;br /&gt;
'''Mle 1939 Mine'''s are the last French mine type, used by engineers for antipersonnel use. &lt;br /&gt;
[[File:PS Mle 1939 AP.jpg|thumb|none|600px|The Mle 1939 AP mine.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] is the standard fragmentation grenade for US forces, appearing as the '''Mk.II Frag''' in-game.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot;High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:PS Mk 2 (1).jpg|thumb|none|600px|The Mk 2 Grenade along a street in Graves.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 AP Mine==&lt;br /&gt;
'''Mk. II AP Mines''' are issued to British Combat Engineers.&lt;br /&gt;
[[File:Mk II AP mine.jpg|thumb|none|300px|Mark II AP Mine]]&lt;br /&gt;
[[File:PS Mk II AP.jpg|thumb|none|600px|Holding the Mk. II mine.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The German units are equipped with the iconic [[Model 24 Stielhandgranate]] for their explosive hand grenade. The ''Geballte Ladung'' bundled charge serves as an AT grenade, used by both of the Antitank kits - the Light only gets one bundle, while the Heavy gets two.&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|300px|Model 24 Stielhandgranate high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:PS Stielhandgranate (1).jpg|thumb|none|600px|The M24 Stielhandgranate in the hands of a German paratrooper.]]&lt;br /&gt;
[[File:PS Stielhandgranate (2).jpg|thumb|none|600px|Pulling the fuse before tossing the stick grenade.]]&lt;br /&gt;
[[File:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;)]]&lt;br /&gt;
[[File:PS Geballte Ladung (1).jpg|thumb|none|600px|A Wehrmacht Light AT holding the ''Geballte Ladung''.]]&lt;br /&gt;
[[File:PS Geballte Ladung (2).jpg|thumb|none|600px|About to pull the fuse.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The 1940-era Wehrmacht uses the [[Model 39 Eihandgranate]] instead of stick grenades on the Dinant and Stonne levels. &lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:PS M39 Eihandgranate (1).jpg|thumb|none|600px|A German NCO with the Eihandgranate on top of the Dinant Citadelle.]]&lt;br /&gt;
[[File:PS M39 Eihandgranate (2).jpg|thumb|none|600px|Unscrewing the fuse cap.]]&lt;br /&gt;
&lt;br /&gt;
==Nebelhandgranate 39==&lt;br /&gt;
[[Nebelhandgranate 39]]s are the smoke grenades used by the German forces.&lt;br /&gt;
[[File:M39Smoke.jpg|thumb|none|350px|Nebelhandgranate 39]]&lt;br /&gt;
[[File:PS Nb 39 (1).jpg|thumb|none|600px|The Nebelhandgranate 39 in the hands of a SS trooper.]]&lt;br /&gt;
[[File:PS Nb 39 (2).jpg|thumb|none|600px|Unscrewing the cap before pulling the pin and throwing, just like the Stielhandgranate.]]&lt;br /&gt;
&lt;br /&gt;
==No. 77 WP==&lt;br /&gt;
British units use the [[No. 77 Smoke Grenade]]. Unlike the other harmless smoke grenades, the No. 77 has a lethal detonation of White Phosphorous smoke, although the smoke cloud lingers for a shorter duration than other factions' equivalents. &lt;br /&gt;
[[File:No77Mk1can.jpg|thumb|none|200px|No. 77, W.P. MK. 1 Incendiary Smoke hand grenade]]&lt;br /&gt;
[[File:PS No. 77 (1).jpg|thumb|none|600px|The No. 77 WP grenade in the hands of a Para.]]&lt;br /&gt;
[[File:PS No. 77 (2).jpg|thumb|none|600px|Thumbing off the fuse head before throwing the device.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 Gammon Grenade==&lt;br /&gt;
The [[Gammon Grenade]] is available to the British LAT, Grenadier, and Sapper classes as an AT grenade. It appears as the '''Gammon Bomb'''.&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|Gammon Grenade]]&lt;br /&gt;
[[File:PS No. 82 (1).jpg|thumb|none|600px|The No. 82 in-game.]]&lt;br /&gt;
[[File:PS No. 82 (2).jpg|thumb|none|600px|Preparing to toss it, similar to the No. 77.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
German ''Kampfingenieurs'' are equipped with the [[S-Mine]] for antipersonnel use.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:PS S-Mine.jpg|thumb|none|600px|Holding a ''Schrapnellmine''.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35==&lt;br /&gt;
The [[Tellermine 35]] is the standard AT mine for German combat engineers.&lt;br /&gt;
[[File:Tellermine35.jpg|thumb|none|350px|Tellermine 35 Anti-tank mine]]&lt;br /&gt;
[[File:PS TM-35.jpg|thumb|none|600px|Looking down on the Tellermine 35, which shows that it is the original version with the brown top.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
==Brandt Mle 1937==&lt;br /&gt;
The French ''Mortier legier'' is equipped with a '''Brandt Mle 1937''' small mortar.&lt;br /&gt;
[[File:PS Brandt Mle 1937 (1).jpg|thumb|none|600px|A French mortarman with the Mle 1937 undeployed.]]&lt;br /&gt;
[[File:PS Brandt Mle 1937 (2).jpg|thumb|none|600px|The mortar set up in Foqueax. It zeroes from an alarmingly close 20m to 420m.]]&lt;br /&gt;
[[File:PS Brandt Mle 1937 (3).jpg|thumb|none|600px|Dropping in a round; the tube is set to 250m here.]]&lt;br /&gt;
&lt;br /&gt;
==Granatwerfer 34==&lt;br /&gt;
The [[Granatwerfer 34 Mortar]] is the emplaced medium mortar for the German forces. &lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[File:PS GrW 34 (1).jpg|thumb|none|600px|The GrW 34 on the Arnhem training range.]]&lt;br /&gt;
[[File:PS GrW 34 (2).jpg|thumb|none|600px|Using the mortar.]]&lt;br /&gt;
[[File:PS GrW 34 (3).jpg|thumb|none|600px|As with ''Squad'', a ranging table is provided when aiming through the scope.]]&lt;br /&gt;
&lt;br /&gt;
==Granatwerfer 36==&lt;br /&gt;
German ''Leichter Mörser'' troops use the [[Granatwerfer 36 Mortar]].&lt;br /&gt;
[[File:5cm-granatwerfer-36.jpg|thumb|none|400px|5-cm leichter Granatwerfer 36 Mortar]]&lt;br /&gt;
[[File:PS GrW 36 (1).jpg|thumb|none|600px|The GrW 36 in hand.]]&lt;br /&gt;
[[File:PS GrW 36 (2).jpg|thumb|none|600px|About to fire a round - the mortar dials in from 65m to 240m.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
American units have the [[M2 Mortar]] as their constructible mortar emplacement. &lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|400px|M2 Mortar - 60mm]]&lt;br /&gt;
[[File:PS M2 Mortar (1).jpg|thumb|none|600px|The unbuilt M2 Mortar set...]]&lt;br /&gt;
[[File:PS M2 Mortar (2).jpg|thumb|none|600px|...and after construction.]]&lt;br /&gt;
[[File:PS M2 Mortar (3).jpg|thumb|none|600px|Using the M2.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch==&lt;br /&gt;
The [[Ordnance ML 3 inch Mortar]] serves as the emplaced medium mortar for British and French forces.&lt;br /&gt;
[[File:3inch.jpg|thumb|none|350px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[File:PS ML 3in (3).jpg|thumb|none|600px|An unconstructed ML 3in tube.]]&lt;br /&gt;
[[File:PS ML 3in (4).jpg|thumb|none|600px|The ML built up.]]&lt;br /&gt;
[[File:PS ML 3in (5).jpg|thumb|none|600px|Manning the mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 4.2 inch==&lt;br /&gt;
The '''Ordnance ML 4.2inch''' is the heavy mortar emplacement for the British and French factions.&lt;br /&gt;
[[File:PS ML 4.2in (1).jpg|thumb|none|600px|The ML 4.2in emplacement.]]&lt;br /&gt;
[[File:PS ML 4.2in (2).jpg|thumb|none|600px|Manning the ML Mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance SBML 2 inch==&lt;br /&gt;
The 1st Airborne Division's Light Mortar class has the [[Ordnance SBML 2 inch Mortar]], with both HE and smoke rounds.&lt;br /&gt;
[[File:2inch Mortar.jpg|thumb|none|400px|Ordnance SBML 2 inch Mortar]]&lt;br /&gt;
[[File:PS SBML (1).jpg|thumb|none|600px|Holding the SBML on the training range.]]&lt;br /&gt;
[[File:PS SBML (2).jpg|thumb|none|600px|The tube deployed in the prone position.]]&lt;br /&gt;
[[File:PS SBML (3).jpg|thumb|none|600px|Using the left hand to fire the SBML.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==APX 47mm==&lt;br /&gt;
The French Army uses the '''APX 47mm''' antitank gun on the Dinant and Stonne levels. It appears as a towable emplacement and also on the Laffly W15TCC truck, in a rear-facing bed mount.&lt;br /&gt;
[[File:PS APX 47mm (1).jpg|thumb|none|600px|A spawned-in 47mm APX gun, in its original light blue-grey.]]&lt;br /&gt;
[[File:PS APX 47mm (2).jpg|thumb|none|600px|View through the APX's gunsight.]]&lt;br /&gt;
[[File:PS APX 47mm (3).jpg|thumb|none|600px|The W15TCC-mouned 47mm cannon with a camouflage finish.]]&lt;br /&gt;
&lt;br /&gt;
==FlaK 38==&lt;br /&gt;
The [[2cm FlaK 38]] antiaircraft cannon is a constructible German FOB emplacement. Sd.KFz.8 trucks also have a single FlaK 38 emplaced on their rear beds. &lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|450px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:PS FlaK 38 (1).jpg|thumb|none|600px|The FlaK 38 in its truck emplacement.]]&lt;br /&gt;
[[File:PS FlaK 38 (2).jpg|thumb|none|600px|Using the default scope.]]&lt;br /&gt;
[[File:PS FlaK 38 (3).jpg|thumb|none|600px|The alternate pendulum sight view can be used, but it is static and only really works with horizontal tracking and the default vertical point of aim.]]&lt;br /&gt;
[[File:PS FlaK 38 (4).jpg|thumb|none|600px|The standalone FlaK 38. A FlaK 36 is visible behind it.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mle 1914==&lt;br /&gt;
[[Hotchkiss M1914]] machine guns are buildable MG emplacements for the 1940 French forces.&lt;br /&gt;
[[File:M1914Hotchkiss.jpg|thumb|none|450px|Hotchkiss M1914 with tripod - 8x50mmR Lebel]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (1).jpg|thumb|none|600px|A Hotchkiss Mle 1914 built out on Stonne.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (2).jpg|thumb|none|600px|Using the Mle 1914.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (4).jpg|thumb|none|600px|The feed strip correctly feeds through the Hotchkiss as it fires. It can be reloaded from non-empty states, but the partial strip simply vanishes.]]&lt;br /&gt;
[[File:PS Hotchkiss M1914 (5).jpg|thumb|none|600px|Reloading another strip - the charging handle is never used.]]&lt;br /&gt;
&lt;br /&gt;
==KwK 30==&lt;br /&gt;
Several German armored vehicles have '''2 cm KwK 30 L/55''' autocannons, such as the 1940-era Panzer II and the 1944s Sd.Kfz.222 &lt;br /&gt;
[[File:PS KwK 30 (1).jpg|thumb|none|600px|The KwK 30 in the PzKpfw II turret, alongside a co-axial MG 34.]]&lt;br /&gt;
[[File:PS KwK 30 (2).jpg|thumb|none|600px|And as seen on the Sd.Kfz.222. The 1940 era German vehicles come in the default ''Dunkelgrau'' gray scheme, while the 1944 models have camoflauge paint.]]&lt;br /&gt;
[[File:PS KwK 30 (3).jpg|thumb|none|600px|Manning the armored car's turret position.]]&lt;br /&gt;
[[File:PS KwK 30 (4).jpg|thumb|none|600px|The commander's view of the 222's armaments.]]&lt;br /&gt;
&lt;br /&gt;
==M1919A4 Browning==&lt;br /&gt;
[[Browning M1919A4]] are used by American forces, in both standalone buildable versions and mounted on several different tanks and armored vehicles.&lt;br /&gt;
[[File:M1919A4Browning.jpg|thumb|none|450px|Browning M1919A4 on an M2 tripod - .30-06]]&lt;br /&gt;
[[File:M1919A4 pintle.jpg|thumb|none|450px|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
[[File:PS M1919A4 (1).jpg|thumb|none|600px|A built standalone Browning M1919A4.]]&lt;br /&gt;
[[File:PS M1919A4 (2).jpg|thumb|none|600px|Using the .30cal.]]&lt;br /&gt;
[[File:PS M1919A4 (3).jpg|thumb|none|600px|ADS of the M1919A4.]]&lt;br /&gt;
[[File:PS M1919A4 (4).jpg|thumb|none|600px|Opening the Browning's top cover.]]&lt;br /&gt;
[[File:PS M1919A4 (5).jpg|thumb|none|600px|Placing in another .30-06 belt.]]&lt;br /&gt;
[[File:PS M1919A4 (6).jpg|thumb|none|600px|About the charge the M1919 from empty.]]&lt;br /&gt;
&lt;br /&gt;
==M2A1 Browning==&lt;br /&gt;
The [[Browning M2]] is mounted on the US M3 Halftrack. It reuses the M2A1 model from ''Squad'', which is anachronistic for WWII. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG]]&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:PS M2A1 (1).jpg|thumb|none|600px|The M3 Halftrack-mounted M2A1 - here the modern slotted flash hider and QCB handle are obvious.]]&lt;br /&gt;
[[File:PS M2A1 (2).jpg|thumb|none|600px|Entering the M2A1's position involves charging the machine gun, as is standard procedure.]]&lt;br /&gt;
[[File:PS M2A1 (3).jpg|thumb|none|600px|The turret in idle.]]&lt;br /&gt;
[[File:PS M2A1 (4).jpg|thumb|none|600px|Aiming the Browning.]]&lt;br /&gt;
[[File:PS M2A1 (5).jpg|thumb|none|600px|Reloading is identical to ''Squad'' as well.]]&lt;br /&gt;
[[File:PS M2A1 (6).jpg|thumb|none|600px|Setting in the new ammo belt - the charging handle is pulled again if empty.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
German armored vehicles and Panzers mount the [[MG34 Panzerlauf|MG 34 Panzerlauf]] in numerous installations. It does reuse the heatshield of the regular MG 34 rather than the proper reinforced jacket.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS MG 34 Panzerlauf (1).jpg|thumb|none|600px|The MG 34 Panzerlauf in the hull installation on a PzKpfw V Panther.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The 1944 Allied forces have the '''Ordnance QF 6-pounder''' as their towable artillery emplacement.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:PS QF-6 (1).jpg|thumb|none|600px|The default QF 6-pounder on the Arnhem test range.]]&lt;br /&gt;
[[File:PS QF-6 (2).jpg|thumb|none|600px|Aiming the cannon.]]&lt;br /&gt;
&lt;br /&gt;
==Pak 36==&lt;br /&gt;
The [[3.7 cm Pak 35/36]] is used by the 1940-era Wehrmacht in the Dinant and Stonne maps. &lt;br /&gt;
[[File:Pak36 helsinki 1.jpg|thumb|none|400px|3.7 cm Pak 35/36 anti-tank gun - 37×249 mm R]]&lt;br /&gt;
[[File:PS Pak 36 (1).jpg|thumb|none|600px|A freshly spawned Pak 36.]]&lt;br /&gt;
[[File:PS Pak 36 (2).jpg|thumb|none|600px|Looking through the Pak's scope.]]&lt;br /&gt;
[[File:PS Pak 36 (3).jpg|thumb|none|600px|It is one of the few cannons where the reload animation is actually visible from the raised viewpoint.]]&lt;br /&gt;
&lt;br /&gt;
==Pak 38==&lt;br /&gt;
German forces in 1944 have the [[5 cm Pak 38]] as their antitank artillery piece. &lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|450px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:PS Pak 38 (1).jpg|thumb|none|600px|The Pak 38 in-game.]]&lt;br /&gt;
[[File:PS Pak 38 (2).jpg|thumb|none|600px|Manning the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Reibel Mle. 1931==&lt;br /&gt;
The [[Reibel Machine Gun|Reibel Mle. 31]], the tank-mounted derivative of the [[Chatellerault]], is mounted in French armored vehicles. It is generally referred to as the &amp;quot;MAC Mle 1931&amp;quot; in the vehicle HUD.&lt;br /&gt;
[[File:Reibel.jpg|thumb|none|450px|Reibel Mle. 31 (in right-feeding configuration, with stock) - 7.5x54mm French]]&lt;br /&gt;
[[File:PS Mle 1931 (1).jpg|thumb|none|600px|A Mle 1931 machine in the coaxial position on the turret of the Panhard 178. In this particular vehicle it is labeled as the &amp;quot;Reibel.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British Willys Jeeps have a single [[Vickers K]] machine gun mounted in the right side passenger seat.&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|450px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:PS Vickers K (1).jpg|thumb|none|600px|The Vickers K mounted on the British Jeep.]]&lt;br /&gt;
[[File:PS Vickers K (2).jpg|thumb|none|600px|Using the Vickers.]]&lt;br /&gt;
[[File:PS Vickers K (3).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:PS Vickers K (4).jpg|thumb|none|600px|Reloading the Vickers K.]]&lt;br /&gt;
[[File:PS Vickers K (5).jpg|thumb|none|600px|Working the charging handle from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
[[Vickers Mk1]] machine guns are buildable emplacements for all Allied factions in ''Post Scriptum.''&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|450px|Vickers gun with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (1).jpg|thumb|none|600px|The Vickers Mk1 in-game.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (2).jpg|thumb|none|600px|Manning the Vickers, with additional cover built up.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (4).jpg|thumb|none|600px|Reloading the Mk1.]]&lt;br /&gt;
[[File:PS Vickers Mk 1 (5).jpg|thumb|none|600px|Charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53/Besa==&lt;br /&gt;
The [[ZB-53]] machine gun is mounted in the 1940-era German Panzer 38(t), and the BSA produced '''Besa''' variant is used in British armored vehicles. &lt;br /&gt;
[[File:ZB-53 machine gun no turret.jpg|thumb|none|450px|ZB 53 / vz. 37 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PS ZB-53 (1).jpg|thumb|none|600px|Getting a good look at the Pz. 38(t)'s armament.]]&lt;br /&gt;
[[File:PS ZB-53 (2).jpg|thumb|none|600px|The alternate view of the radio operator's ZB-53 - it can be aimed by tracer fire, actually.]]&lt;br /&gt;
[[File:BESA.jpg|thumb|none|450px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:PS Besa (1).jpg|thumb|none|600px|A dirty Besa MG on the British Daimler Armored Car.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1634924</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1634924"/>
		<updated>2023-12-12T04:41:54Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Explosives */ will be or will not be?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated.]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
===Glock 40/41 Hybrid===&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly left in the spot they were on the standard slide, instead of moved the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|Holding the rifle in Brazil.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the rifle. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|Holding the rifle in an alleyway. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Chambering the rifle when spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the rifle in Mykonos, Greece.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the rifle when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the rifle.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the rifle in a winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&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 NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
Explosives returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' will not be in that page, while new or missing entries will be here.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox&amp;diff=1634923</id>
		<title>User:XSlayer300/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox&amp;diff=1634923"/>
		<updated>2023-12-12T04:39:50Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Quick Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will do my own sandbox stuffs later on (if I have more pages or something), but i feel like I want to rewrite the MGS1 page first to atleast make it stand out (but i do not have screencaps for it).&lt;br /&gt;
&lt;br /&gt;
== AW captions ==&lt;br /&gt;
shortcut page: [[Call of Duty: Advanced Warfare]]&lt;br /&gt;
&lt;br /&gt;
[[File:CODAW_MK14Mod0_(8).jpg|thumb|none|600px|&amp;quot;Sport&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Quick Notes =&lt;br /&gt;
&lt;br /&gt;
== Detroit: Become Human reference list ==&lt;br /&gt;
// Nobody really listed what guns they are, so here I go.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;.355&amp;quot; (9mm in metric terms, which is translated as such in other localizations) caliber &amp;quot;MS853 Black Hawk&amp;quot; appears to be based on an incredibly rare Sokolovsky Automaster. Compared to the real weapon, this pistol is fitted with larger wood grips, without any sort of external hammer nor rear iron sight. It is potentially used by the player character at the introduction chapter.&lt;br /&gt;
* A M&amp;amp;P45 (oddly chambered in the fictional &amp;quot;.457&amp;quot; caliber) semi-automatic pistol appears as the one of the most prominent firearms in the game, commonly used by various characters in violent situations. Two models of the pistol exist in the game, a version with white rubber grips is used by the Detroit Police Department, while a version with wood grips is used by civilian characters instead.&lt;br /&gt;
* The Ruger GP100 revolver appears in some of the chapters in the game. It is not usable by the player.&lt;br /&gt;
* A sniper rifle appears in some of the chapters, taking cues from Accuracy International's AX series of rifles and the Barrett MRAD or M95B, but without the bolt handle in any of them, implying it is semi-automatic. It is not usable by any of the player characters, with the exception on one of the endings.&lt;br /&gt;
* A fictional assault rifle appears as the standard rifle for security members as well as the military that appears in the game. While mostly fictional, it takes elements from the SCAR (likely the SCAR-H). It uses 20-round magazines, is equipped with a flashlight and a holographic sight and it is equipped with a stock inspired by the LMT SOPMOD rifle stocks. It is usable by the player characters in certain quick time events that involves disarming a soldier.&lt;br /&gt;
&lt;br /&gt;
== Ghost Recon: Frontline reference list ==&lt;br /&gt;
Weapons are leveled up, in addition to player level. Leveling up the weapons unlock attachments. Most of the guns are lifted up from the previous modern ''Ghost Recon'' games. Ammunition is simplified to four groups, namely light ammo, heavy ammo, sniper ammo and shotgun ammo.&lt;br /&gt;
&lt;br /&gt;
At the start of a Control match (which is a 5 point large-scale domination gamemode), the player is in a buy phase. Using the Tac Support menu, the player can buy a weapon that is saved from the Armory, and they cost credits to buy, weapons can become more expensive if the player puts on more attachments to it. Credits are gained from killing enemies or securing objective points. Weapons are kept if they die in a Control match.&lt;br /&gt;
&lt;br /&gt;
// Game's dead by the way, could've been a good side game but it just had to have the Ghost Recon branding...&lt;br /&gt;
&lt;br /&gt;
* M4 Benelli appears as the only available shotgun during the playtest.&lt;br /&gt;
* An AK hybrid appears as the &amp;quot;AK-47&amp;quot;, it appears to be the same model that was used in ''Wildlands'' and ''Breakpoint''.&lt;br /&gt;
* The HK416F appears as the &amp;quot;416&amp;quot;.&lt;br /&gt;
* The M4A1 appears under the same name.&lt;br /&gt;
* The Accuracy International AWM appears as the &amp;quot;L115A3&amp;quot;, the UK designation of the weapon; although the &amp;quot;Tac Support&amp;quot; menu designates it as the &amp;quot;AWM&amp;quot;.&lt;br /&gt;
* The Five-seveN USG appears as the &amp;quot;5.7 USG&amp;quot;&lt;br /&gt;
* The IMI Desert Eagle appears under its real name.&lt;br /&gt;
* The MP5 MLI appears as the &amp;quot;MP5&amp;quot;.&lt;br /&gt;
* The FN P90TR appears as the &amp;quot;P90&amp;quot;.&lt;br /&gt;
* The MP7A1 appears as the &amp;quot;MP7&amp;quot;.&lt;br /&gt;
* The Heckler &amp;amp; Koch G28 appears under the same name.&lt;br /&gt;
* The SVD Dragunov appears as the &amp;quot;SVD-63&amp;quot;.&lt;br /&gt;
* The FN Mk 48 Mod 0 appears as the &amp;quot;MK48&amp;quot;, the only machine gun throughout the playtest.&lt;br /&gt;
&lt;br /&gt;
== CrossFire X/CrossFire HD reference list ==&lt;br /&gt;
Like the 2010 entry of ''Medal of Honor'', there are two sets of weapons correlating to the singleplayer and multiplayer portions of the game, thus having different models, animations and mechanics between each other. This section uses the CrossFire X (English) names, as CrossFire HD (Chinese) uses real names for their weapons.&lt;br /&gt;
&lt;br /&gt;
// While CrossFire X, the english version of the game, is dead and never released to PC (only in XBox as far as I am aware), CrossFire HD is still around, thankfully (for assets to both rip and identify)&lt;br /&gt;
&lt;br /&gt;
=== CrossFire X/CrossFire HD Singleplayer ===&lt;br /&gt;
The singleplayer mode allows the player to aim down sights, and switch the weapon's firemode. They also have separate 'tactical' mid-reload animations, in which the multiplayer portion of the game lacks (to be consistent with the original game). Most weapons are pre-customized with various attachments.&lt;br /&gt;
&lt;br /&gt;
* CAR-4 | M4A1 - AR RIS variant (M4A1/MK18)&lt;br /&gt;
* Kalash-M - AK-74&lt;br /&gt;
* Kalash-74 - AKS-74N(?) (stock not seen) (with drum mag variant)&lt;br /&gt;
* Kalash-105 | AK-105 - Modernized AK variant (AK-105/AK-12)&lt;br /&gt;
* MAR-M1 - FB MSBS Grot C (unknown date variant)&lt;br /&gt;
* MTR-95 - Tavor X95&lt;br /&gt;
* SC-762 | SCAR HEAVY - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* SMG-91 - PP-91 Kedr&lt;br /&gt;
* 4.6mm PDW | MP7 - MP7A2&lt;br /&gt;
* Super V - Vector GEN2&lt;br /&gt;
&lt;br /&gt;
* Sawed-Off Shotgun - SBS hammered shotgun&lt;br /&gt;
* Kalash-12G | Vepr-12 - Saiga/VPO&lt;br /&gt;
* PAS-90 - M590(?)&lt;br /&gt;
&lt;br /&gt;
* SAW-249 - M249&lt;br /&gt;
* VN60 | M60 - M60E4&lt;br /&gt;
&lt;br /&gt;
* SC-SSR - MK20 SSR&lt;br /&gt;
* SPR-12 | MK12 - MK12 SPR Mod 1&lt;br /&gt;
* AMR-6 - GM6 Lynx (scoped only)&lt;br /&gt;
&lt;br /&gt;
* SC226 | P226 - P226 MK25 Mod 0&lt;br /&gt;
* MEP-45 - TRIARC 1911 Commander&lt;br /&gt;
* GP105 - Grand Power K100 MK12&lt;br /&gt;
* Hunter 44 - Taurus M44 Tracker&lt;br /&gt;
* FP9 - HK VP9 Match&lt;br /&gt;
&lt;br /&gt;
* Underbarrel Shotgun - Metal Storm MAUL (attached to MSBS)&lt;br /&gt;
* Underbarrel GL - M203A1 (attached to M4A1)&lt;br /&gt;
* 40mm HEXA Launcher - MGL Mk 1L/M32 MGL&lt;br /&gt;
* &amp;quot;RPG&amp;quot; (dialogue only, not properly named in-game) - Carl Gustaf M4 (with a reflex sight instead of a smart scope)&lt;br /&gt;
&lt;br /&gt;
=== CrossFire X/CrossFire HD Multiplayer ===&lt;br /&gt;
CrossFire HD's multiplayer component is basically similar to its original incarnation (I think).&lt;br /&gt;
&lt;br /&gt;
* CAR-4 - M4A1 &amp;quot;Classic&amp;quot;&lt;br /&gt;
* Kalash-47 - AK-47&lt;br /&gt;
* Kalash-103 - AK-103 &lt;br /&gt;
* Compact 552 - SG 553&lt;br /&gt;
* SC-556 - SCAR-L&lt;br /&gt;
* SC-762 - SCAR-L&lt;br /&gt;
* GAL-R4 - Galil ARM&lt;br /&gt;
* AP-15 - Customized M4A1 rail variant&lt;br /&gt;
* Austyer-88 - AUG A2&lt;br /&gt;
* BAR-7 - JG M4 Tactical (airsoft)&lt;br /&gt;
* RAR-5 - Remington R5&lt;br /&gt;
* R36 Carbine - G36K&lt;br /&gt;
* F-45 - FAMAS F1&lt;br /&gt;
* Mini-556 - AC556 (with EBR furniture)&lt;br /&gt;
* SPR-12 - MK12&lt;br /&gt;
* T14 ACW - Mk14 EBR&lt;br /&gt;
&lt;br /&gt;
* NIMROD-9 - MP5A5 (is dual-wielded)&lt;br /&gt;
* 1928 Typewriter - M1928 Thompson&lt;br /&gt;
* Super V - Vector GEN1&lt;br /&gt;
* Mini-9 - Mini Uzi&lt;br /&gt;
* GSMG-45 - UMP45&lt;br /&gt;
* PG9 - P90 TR&lt;br /&gt;
&lt;br /&gt;
* SG1212 - SRM1212 &lt;br /&gt;
* AS12 - AA12&lt;br /&gt;
* Stakeout 37 - Ithaca M37&lt;br /&gt;
* B4 SUPER - M1014 &lt;br /&gt;
* FSG-12 - SPAS-12&lt;br /&gt;
* Double Barrel - SBS hammerless shotgun&lt;br /&gt;
* Hammer MK.2 - Jackhammer&lt;br /&gt;
&lt;br /&gt;
* HM3 - MG3&lt;br /&gt;
* Louis Gun - Lewis Gun&lt;br /&gt;
* VN60 - M60&lt;br /&gt;
* SAW-249 - M249 (belt-fed with a side grip)&lt;br /&gt;
* Kalash-LMG - RPK&lt;br /&gt;
* Gatling Gun - M134 Minigun&lt;br /&gt;
&lt;br /&gt;
* MSC-94 - VSK-94&lt;br /&gt;
* SC-SSR - MK20 SSR&lt;br /&gt;
* TSV - Dragunov SVD&lt;br /&gt;
* PWC - L118A1&lt;br /&gt;
* CAM-09 - Zijang M99&lt;br /&gt;
* Model 1903 - M1903A4&lt;br /&gt;
&lt;br /&gt;
* BP93 - 93R&lt;br /&gt;
* AP18-C - G18C&lt;br /&gt;
* R412 - MP-412 REX&lt;br /&gt;
* Eagle 50 - Desert Eagle&lt;br /&gt;
* AP-45 - USP 45&lt;br /&gt;
&lt;br /&gt;
== The Day Before (Refunds) reference list ==&lt;br /&gt;
Basically, get your guns from Merchants like Tarkov because why not. Weapons can also be customized, ala Gunsmith from MW2019&lt;br /&gt;
&lt;br /&gt;
Third person game, can be switched to first person aiming, ala PUBG and every other battle royale shooter.&lt;br /&gt;
&lt;br /&gt;
// imo, it really never deserves a page&lt;br /&gt;
&lt;br /&gt;
* Molot Hunter - SOK-94/95 Molot Vepr/VPO-123 Vepr&lt;br /&gt;
* Strike-L - SCAR-L&lt;br /&gt;
* Patriot M4 - MK18&lt;br /&gt;
* M1 Garand&lt;br /&gt;
* Buffalo Rifle - AR-10 &amp;quot;Sudanese&amp;quot; model (really neat though, tbh... BUT it holds 5.56mm instead of 7.62)&lt;br /&gt;
* Deprov-74 - AK(-47/M)&lt;br /&gt;
* Deprov-12 - AK-12 (2015 model) (uses 7.62mm instead of 5.45 (which does not exist at all)&lt;br /&gt;
* Windlock 1860 - Single-barreled break-action rifle (a Henry Single Shot would be a good guess, name alluding to Spencer/Henry 1860 repeating rifles, but neither are break action)&lt;br /&gt;
* SR-25&lt;br /&gt;
* M16A4 (empty weapon slot icon)&lt;br /&gt;
&lt;br /&gt;
* Vector&lt;br /&gt;
* Hoffman 45 - UMP45 (that somehow takes ''9mm'', of all things... lol)&lt;br /&gt;
* MP5A2 with &amp;quot;tropical&amp;quot; wide handguard&lt;br /&gt;
&lt;br /&gt;
* [[Call_of_Duty:_Modern_Warfare_II_(2022)#Mossberg_590|Bryson 590]] - Synthetic Mossberg/Remington (betting on the former)&lt;br /&gt;
* DB break-action Hammerless&lt;br /&gt;
&lt;br /&gt;
* Marshal 45 - M1911 (of the nickled Black Ops fame) (takes 9mm, they don't have .45 in this game)&lt;br /&gt;
* M9/92FS&lt;br /&gt;
* Bell 19 - Glock 17&lt;br /&gt;
&lt;br /&gt;
* M84 stun grenades&lt;br /&gt;
* Mk 2 hand grenade&lt;br /&gt;
* M18 smoke grenades&lt;br /&gt;
&lt;br /&gt;
* Sure Shot Reflex Sight (&amp;quot;Hey, I've seen this sight before!&amp;quot;)&lt;br /&gt;
* Aimpoint&lt;br /&gt;
* ACOG&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Your Lies in a Forgotten Era =&lt;br /&gt;
'''''Your Lies in a Forgotten Era''''' is an original series by XSlayer300, that depicts the &amp;quot;Forgotten War&amp;quot;, a large-scale, apocalyptic war prior to the events of ''Terra'' which combines elements of the first and second World Wars.&lt;br /&gt;
&lt;br /&gt;
'''''Project Remnant''''' is a series of which it specifically depicts the weapons used in ''Your Lies in a Forgotten Era'', being used after the war.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the ''Your Lies in a Forgotten Era'' series:'''&lt;br /&gt;
&lt;br /&gt;
= US Weapons =&lt;br /&gt;
== Handguns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R35 Service Pistol&amp;quot; ===&lt;br /&gt;
The main sidearm of the United Federation Army, the .45 ACP &amp;quot;R35 service pistol&amp;quot; combines elements of various Colt firearms: the Model 1903 Pocket Hammerless, the Model 1900 and the military M1911.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;R35 Custom&amp;quot; ====&lt;br /&gt;
Corporal [redacted name for now, not a spoiler tho] uses a custom variant of the &amp;quot;R35&amp;quot; pistol as his signature weapon, with a threaded barrel, slightly extended magazine (holding 9 rounds), enhanced sights and an array of other custom modifications. These modifications are inspired by Naked Snake's custom M1911A1 in ''Metal Gear Solid 3: Snake Eater''.&lt;br /&gt;
&lt;br /&gt;
One noteworthy thing about the R35 custom is that in addition to standard rounds, it can fire grenade rounds as well as a blank round for an airstrike. The reason that the weapon fires grenades is that a ghostly apparition of [X]'s squadmate would suddenly appear and fire an actual rocket grenade at the target. They would then disappear afterwards or sometimes, after the battle, commending [X]'s efforts by saluting then disappearing.&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R66 SMG&amp;quot; ===&lt;br /&gt;
The &amp;quot;R66&amp;quot; submachine gun appears, which is a stylized version of the (briefly-adopted) M2 Hyde submachine gun, with a telescopic stock and heat shield.&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R21 Frontier Shotgun&amp;quot; ===&lt;br /&gt;
(To be filled)&lt;br /&gt;
&lt;br /&gt;
== Semi-Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R60 Repeater Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R60 Repeater&amp;quot; is the standard, main battle rifle of the United Federation Army prior to [XXXX]. It takes large inspiration of the .276 Pederson rifle, the frame and sights of the Lee-Enfield and the heatshield of the M14E2 automatic rifle.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;MX67 Anti-Tank Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;MX67&amp;quot; anti-tank rifle makes a rare appearance, being a Winchester-Williams anti-tank rifle, but with a stylized, olive-green fore, a muzzle brake from BOCW, a hybrid stock from a Lahti L-39 and a Boys AT and finally, a grip from a Lewis Gun.&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R42 Assault Phase Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R42&amp;quot; appears as the assault phase rifle, primarily based out of the Lewis Assault Phase Rifle and it is the main battle rifle after the &amp;quot;R60 Repeater&amp;quot;. It is combined with Lee-Enfield sights, the pistol grip, the wooden fore, the fire control group and the magazine are all from the FN Model D.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Lil' Lewie&amp;quot; ====&lt;br /&gt;
The upgraded &amp;quot;Lil' Lewie&amp;quot; assault phase rifle is based on a later version of the Lewis Assault Phase Rifle. But with some elements of the FN Model D being replaced by the Sweedish Kg m/21.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R41 Storm Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R41 Storm Rifle&amp;quot; is directly based on the Burton 1917 LMR - complete with its dual magazine system and its incendiary ammo function, with a Johnson M1941 machine gun stock and a custom lower receiver based out of the HK-pattern rifles such as the G3.&lt;br /&gt;
&lt;br /&gt;
== Manually Operated Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;R27 Crackshot Rifle&amp;quot; ===&lt;br /&gt;
The &amp;quot;R27&amp;quot; is based on the US pattern of Krag-Jørgensen rifles, with a 7.8x Unertl scope by default.&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;MX33 Medium Machine Gun&amp;quot; ===&lt;br /&gt;
The MX33 is based on the Browning AN/M2 Stinger machine gun, but with a different profile stock.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Metal Gear Solid =&lt;br /&gt;
&lt;br /&gt;
(original page, delete when done: [[Metal Gear Solid]])&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid''''' is the classic 1998 Playstation game (later ported to the PC in 2000 and PS3 in 2008) that brought the previously obscure ''[[Metal Gear]]'' franchise up to date and made &amp;quot;stealth gameplay&amp;quot; the gimmick every game felt it needed to copy. Starring an agent named Solid Snake (David Hayter) working for a secret special operations unit called FOXHOUND, the story finds him ordered to infiltrate a nuclear disposal facility to rescue hostages and deal with terrorists. However, soon things prove to be far more complex as the series' titular Metal Gear, a nuclear-armed bipedal armored vehicle, becomes involved.&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: The Twin Snakes''''' is a 2004 remake released exclusively for the Gamecube. Released after the formal sequel, ''[[Metal Gear Solid 2: Sons of Liberty]]'', it uses the same graphics engine and has vastly improved visuals, and incorporates almost all the gameplay improvements of the sequel, such as first-person aiming, as well as including tranquilizer weaponry. It was criticized for featuring a series of additional cutscenes where Snake performs cartoonish feats including using a missile as a platform for launching himself into the air and throwing a hand grenade down a tank's gun barrel by pitching it like a baseball.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid'' and its remake ''Metal Gear Solid: The Twin Snakes'':'''&lt;br /&gt;
(table of contents)&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
''Metal Gear Solid'' is relatively simple compared to its later successors, being more of a remake of ''Metal Gear 2'' (and by a lesser extent, ''Metal Gear'') which shares most of its gameplay elements to its prior game, and expands upon them. At the beginning of the game, Solid Snake (referred to as Snake then on) starts off with a small health bar and can carry a limited amount of ammo, but as more bosses are defeated, Snake's maximum health and maximum ammo will increase (though in the ''Twin Snakes'', Snake starts with the maximum health and ammo possible).&lt;br /&gt;
&lt;br /&gt;
The player can carry an unlimited number of inventory items, all of which is accessible. Although two of them (one for a weapon slot and another for items) can be quick used at a time, this same system would be applied later to its sequels. Having no weapons equipped will allow Snake to perform melee attacks up close, which are rendered by the game as lethal to bosses (unlike the other games in the series, including ''Twin Snakes'') but can briefly stun regular enemies. Snake can perform what is known as a &amp;quot;Tactical Reload&amp;quot;, where in unequipping and re-equipping the weapon will allow the weapon to be reloaded instantly, and it is the only way to reload with a firearm that has remaining rounds in the magazine. This feature would be retained in the following games (and its remake) until ''[[Metal Gear Solid 4: Guns of the Patriots]]''.&lt;br /&gt;
&lt;br /&gt;
The game introduces the term &amp;quot;on-site procurement&amp;quot;, which serves as a gameplay mechanic throughout the series (though it was unnamed in its predecessors). Snake starts off without any inventory items barring smuggled cigarettes; he can only obtain weapons that are available either lying around levels or at storage areas throughout the game world. He cannot obtain weapons that are dropped from slain enemies nor some characters in some events, though they can sometimes drop items or ammo which Snake can use.&lt;br /&gt;
&lt;br /&gt;
Exclusive to the ''Integral'' version and the PC port of the game, the player can optionally enter through the first person perspective for most of the sections of the game, although Snake's weapon is not seen in his hands while equipped. It is different from the first person view system that was used in ''MGS2'' or its remake below. In addition to this, bonus VR training missions can be played as a sort of side content to the game.&lt;br /&gt;
&lt;br /&gt;
The ''Twin Snakes'' remake heavily derives on the gameplay mechanics from ''Metal Gear Solid 2'' as mentioned earlier. As such, it uses the same first person view system as that game as well as non-lethal takedowns (through the use of aforementioned tranquilizer weaponry and melee attacks). Since the base game isn't changed, the net result is to make the game ''excessively'' easy compared to the original (since the player can abuse the first person perspective behind cover and perform one-hit headshots on common enemies) which was also a source of its negative criticism. And since the cinematics are mostly not deviated from the original game (excluding exaggerated feats), defeating some bosses with non-lethal weaponry will not have its cinematics altered (but the gameplay will register it as non-lethal takedowns), and will end as if Snake defeated the boss with lethal weapons. The ''Twin Snakes'' does not feature the VR missions.&lt;br /&gt;
&lt;br /&gt;
= Pistols = &lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
The Phase II prototype of the [[H&amp;amp;K Mk 23 Mod 0]], referred to in-game as the &amp;quot;SOCOM&amp;quot; (noted by its small cocking serrations on the slide, which are deleted on the production models), is Solid Snake's weapon of choice throughout the game, always brandishing it most cutscenes involving an armed confrontation. It comes with a distinctive blocky LAM (Laser Aiming Module) unit of both the Phase I and Phase II prototypes and can later permanently accept a Knight's Armament Company suppressor which is non-degradable. At least one of the Genome Soldiers also carried the gun, seen when Snake travels through the hallway where Gray Fox slaughtered the soldiers stationed outside Emmerich's lab. Though they do not use it in actual gameplay. It holds 12 (+1 in the chamber when tactically reloaded; in 1998, no less) rounds and holds 25 reserve ammunition initially, which can be easily found. Aiming the pistol requires the attack key to be held down, releasing it causes the gun to fire.&lt;br /&gt;
&lt;br /&gt;
The Mk 23 was deliberately chosen for its large size and blocky appearance; the former to make the pistol easier to see in Snake's hands in the overhead view the original game mostly took place in, and the latter to go easy on the PlayStation's relatively weak 3D capabilities. The Mark 23's appearance in the game would later be famously associated to Snake as a whole as one of his iconic weapons (though he would barely use it all in ''MGS2'', only through the use of bugs and its appearance as a hidden &amp;quot;Easter egg&amp;quot; weapon in ''MGS4'').&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|450px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[Image:Metal Gear Solid SOCOM VR.jpg|thumb|600px|none|The &amp;quot;SOCOM&amp;quot; in the VR Missions menu.]]&lt;br /&gt;
[[Image:Metal Gear Solid SOCOM.jpg|thumb|600px|none|Snake aiming the Mark 23 Prototype out of the back of a truck in front of the Disposal Facility. This truck is the first place the Mark 23 can be found in the game.]]&lt;br /&gt;
[[Image:MGS1 3guns.jpg|thumb|600px|none|Snake offering to switch guns with Meryl.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
While in first person mode, Snake uses the Mark 23's iron sights as opposed to using its LAM laser to aim, which was carried over from ''MGS2''. &lt;br /&gt;
&lt;br /&gt;
== IMI Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game as Meryl's weapon of choice. It appears to be the .50 AE version due to it not having a fluted barrel in either versions of the game. It cannot obtained by the player in any way.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|300px|none|Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[Image:MGS1 DE50.jpg |thumb|600px|none|Meryl reloading the Desert Eagle.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
[[Image:MGS TTS DE50.jpg|thumb|600px|none|Meryl shows off her Desert Eagle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] &amp;quot;Artillery&amp;quot; model appears as Revolver Ocelot's weapon of choice (that would be commonly associated with Ocelot in future games, as with Snake's Mark 23); unobtainable by the player. He has the ability to precisely bounce shots off multiple walls to hit targets in cover with it, however its archaic nature makes it slow to reload. The ammunition count in the cylinder is (helpfully) displayed on screen. During his battle, Revolver Ocelot fires the Single Action Army slowly despite firing the weapon in fan fire stance and after a successful reload, he will perform gun-twirling tricks with the revolver.&lt;br /&gt;
&lt;br /&gt;
He refers to it as &amp;quot;the greatest handgun ever made&amp;quot;, claiming that its six bullets are &amp;quot;more than enough to kill anything that moves.&amp;quot; After losing his right hand, Revolver Ocelot is seen wearing his Single Action Army in a holster when Snake is captured.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips (this is a Cimarron reproduction - and an actual movie gun) Note lack of 4th screw on revolver frame in front of cylinder. The Colts all have this.]]&lt;br /&gt;
[[Image:Metal Gear Solid Colt.jpg|thumb|none|600px|Revolver... OCELOT!]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
[[Image:MGS TTS SAA-Barrel.jpg|thumb|none|600px|Gun Barrel ala [[James Bond]]]]&lt;br /&gt;
[[Image:MGS TTS SAA.jpg |thumb|none|600px|&amp;quot;The Twin Snakes&amp;quot; version.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== MP5SD2 ==&lt;br /&gt;
The [[MP5SD]]2 is only available in the Japan-only ''Metal Gear Solid: Integral'' and the PC port of the original game. It can only be obtained by starting a new game on the &amp;quot;Very Easy&amp;quot; difficulty, where it will appear in Snake's inventory immediately after the introductory cutscene. It has a extremely fast fire-rate and infinite ammo, that together with it being integrally suppressed enables far more reckless play of the game on the &amp;quot;Very Easy&amp;quot; difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[Image:Metal Gear Solid MP5.jpg|thumb|none|600px|Snake outside the Disposal Facility with the MP5SD2. Note the &amp;quot;999/999&amp;quot; ammo counter, displaying infinite ammo.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles =&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
The [[FAMAS]] rifle (albeit named &amp;quot;FA-MAS&amp;quot; in the original game) is the standard issue weapon of the Genome Army and commonly seen throughout the game, serving as the player's only fully automatic weapon which cannot be suppressed. Solid Snake, Meryl, and Liquid Snake also use the FAMAS. One unique aspect to the FAMAS compared to other bullet-firing weapons is that the last three rounds in the magazine are tracer rounds; which functionally deal extra damage per shot. In the &amp;quot;Very Easy&amp;quot; difficulty in the ''Integral'' version and the PC port of the game, the FAMAS cannot be obtained as the MP5SD2 is superior to the FAMAS in every way. It correctly holds 25 rounds (+1 in the chamber) and holds 101 rounds when first obtained. Most in-game Genome soldiers have flashlights mounted on their guns, though they're not modeled in, only appearing as a light sprite.&lt;br /&gt;
&lt;br /&gt;
Like most weapons in the game, the FAMAS was likely deliberately chosen for its blocky appearance, something of a requirement given the rather limited 3D capabilities of the original PlayStation console. Interestingly enough, obtaining FAMAS ammo prior to acquiring the rifle will not allow this.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Metal Gear Solid FAMAS VR.jpg|thumb|none|600px|The FAMAS in the VR missions menu.]]&lt;br /&gt;
[[Image:Metal Gear Solid FAMAS Cutscene 1.jpg|thumb|none|600px|Meryl holding her FAMAS on Snake after stealing a guard uniform.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
Exclusive to the ''Twin Snakes'' remake, the FAMAS comes equipped with a laser sight (which is complementary to the first person view of the game) and the flashlight used by NPCs is actually modeled. The Genome soldiers in the Warhead Storage Building have underbarrel [[M203 grenade launcher]]s attached. These launchers are loaded with non-lethal ring airfoil projectiles, although gameplay mechanics have Snake getting wounds from the ring airfoil projectiles instead of having his stamina depleted. It is not possible obtain the rifle either with a flashlight and its launcher.&lt;br /&gt;
&lt;br /&gt;
== H&amp;amp;K PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] sniper rifle is used by Solid Snake and Sniper Wolf, acting as the lone long-ranged rifle in the game. Equipping the rifle immediately scopes the player's view and forces Snake to be on a prone position. Precise aiming is only possible if the player uses a dose of Diazepam (Pentazamin in the ''Twin Snakes'') medication, otherwise the scope reticule will uncontrollably sway in random directions. Sniper Wolf's PSG-1 is fitted with some sort of laser module, while Snake's rifle lacks one. Getting hit while scoped in will dramatically cause the view to flinch.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|450px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Metal Gear Solid PSG1 VR.jpg|thumb|none|600px|The PSG1 in the VR Missions Menu.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
In the ''Twin Snakes'' remake, a tranquilizer variant is available, called the PSG-1T. This variant has the same model as the PSG-1. Both variants now allow Snake to fire in a standing or kneeling position.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS TTS PSG-1.jpg|thumb|none|600px|Snake and Sniper Wolf take aim at one another after a boss fight in ''The Twin Snakes''. Perhaps one of the most ridiculous events of the remake, where Snake does a 720 degree spin - after a backflip in which Snake landed on the very back edge of the stock to knock the gun into the air for him to grab - and no-scopes Wolf in one shot.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== FIM-92A Stinger ==&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher used by Solid Snake appears as a strange all-purpose missile launcher, as it is able to fictionally lock onto surface-level targets (in addition to aircraft) such as ground vehicles, emplaced devices and infantry, all of which do not have a heat or radar signature to be locked on in the first place. Unlike the real Stinger launcher, fired missiles does not need to travel a minimum set distance (660 feet) for the seeker to arm itself, does not need to actually reload after firing a shot, and comes with a futuristic, fictional scope view when aiming.&lt;br /&gt;
&lt;br /&gt;
There is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. The Stinger's complex firing procedure instructions are ignored as typical of media; the IFF interrogator and battery coolant unit cartridge are ignored entirely (though given that there are no friendly aircraft needed for the former, it's not really needed), and that in order lock onto targets with the Stinger, the operator must establish contrast by aiming the weapon at open sky, whereas in-game targets can be locked on right away once targeted.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Metal Gear Solid Stinger VR.jpg|thumb|none|600px|The Stinger in the VR Missions menu.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
[[Image:MGS TTS FIM-92.jpg|thumb|none|600px|Snake aiming the Stinger at Liquid's Mi-24 Hind-D.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Nikita&amp;quot; ==&lt;br /&gt;
A fictional missile launcher that fires &amp;quot;remote-controlled miniature reconnaissance missiles&amp;quot;, first used by Solid Snake to destroy a generator powering an electrified floor. Supposedly designed for reconnaissance missions, the Nikita missile is only capable of traveling on the x-axis and cannot travel vertically, unless its travelling on an ascending surface, and its missiles have a limited amount of fuel before detonating. Taking damage while operating the Nikita will prematurely take away control from the player.&lt;br /&gt;
&lt;br /&gt;
From a realistic point of view, the Nikita could never work as a practical weapon as the missile simply travels too slow to maintain lift. Any faster and it becomes a fancy wire-guided missile launcher. The weapon's impracticality is even referenced within the games, stating that all the electronics and ancillaries inside the missiles leave so little space for the warhead that its damage ends up being pitiful, barely enough to destroy the electrical panels that it's used against.&lt;br /&gt;
&lt;br /&gt;
[[Image:Metal Gear Solid Nikita VR.jpg|thumb|none|600px|The Nikita in the VR Missions Menu.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The high explosive grenade (known simply as &amp;quot;Grenade&amp;quot;) that Snake uses is a [[M67 hand grenade]], as seen in its icon and its model. The weapon is used by Solid Snake as the only throwable explosive device available. It would also see use from the Genome Soldiers, who can occasionally use it against Snake, especially if Snake enters a vent during alert phase. Unlike both non-lethal grenades (seen below), Snake can carry a maximum of 6 grenades at a time when first obtained. When Snake scouts the premises of the facility in the early part of the game, he infamously (and funnily) describes the soldiers' arsenal with their FAMAS and M67 that &amp;quot;they're armed with five five sixers and pineapples.&amp;quot; The latter referring to the obsolete [[Mk 2 hand grenade]], despite it not depicted in-game and it makes no sense given that the M67 uses a different, baseball-like design.&lt;br /&gt;
&lt;br /&gt;
It is used by Snake to take down Vulcan Raven's M1 tank, by tossing grenades into the open hatch to damage the crew (who apparently insist on manning the exposed turret-mounted M2 Browning instead of operating it remotely or using the co-axial gun).&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 fragmentation grenade]]&lt;br /&gt;
[[image:Metal Gear Solid Grenade VR.jpg|thumb|none|600px|The Grenade in the VR Missions Menu.]]&lt;br /&gt;
&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
The aforementioned &amp;quot;pineapples&amp;quot; quote isn't changed from the remake.&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] mine is featured in the game, but has unique features. These mines are equipped with optical camouflage, rendering them invisible and are equipped with a sensor that will cause the mine to detonate if something gets in front of its cone of detection (including Snake himself). They can only be seen with thermal goggles and the mine detector, but can also be obtained by crawling over them (which will not cause the mine to detonate).&lt;br /&gt;
&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|350px|M18A1 Claymore directional mine]]&lt;br /&gt;
[[Image:Metal Gear Solid Claymore VR.jpg|thumb|none|600px|The Claymore in the VR Missions Menu.]]&lt;br /&gt;
&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
In the ''Twin Snakes'', Claymore mines placed by the player are now visible.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Another explosive available to the player. Solid Snake uses them to enter the area where Kenneth Baker was being tortured by Ocelot. Ocelot, having anticipated Snake's arrival, had also wired Baker to tripwired C4 when he was tied to a pillar to deter Solid Snake from rescuing him, although a cyborg ninja managed to save the elderly ArmsTech president as well as blowing the tripwire C4 up when he ambushed Ocelot and Snake. Snake later uses it on a frozen door on the Communications Tower A, on Otacon's suggestion (this was apparently the only method for Metal Gear's designers to open the door if it froze) in the event that he needed to backtrack somehow. They came with scramblers so as to ensure they weren't prematurely detonated from wireless signals other than that of the wireless detonator.&lt;br /&gt;
&lt;br /&gt;
Aside from its mandatory uses, the C4 can either be placed on walls or on the ground and can be detonated by pressing the melee/interaction key. Snake can hold a maximum of 3 C4 charges when first obtained.&lt;br /&gt;
&lt;br /&gt;
[[Image:Metal Gear Solid C4.jpg|thumb|none|600px|C4 planted on one of the freshly cemented over entrances in Basement 2 of the Disposal Facility.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stun Grenades&amp;quot;==&lt;br /&gt;
&amp;quot;Stun Grenades&amp;quot; can be acquired throughout the game. They most closely resemble M18 smoke grenades, though owing to graphical limitations and being designed to be visible in a high overhead view, they are essentially rectangular and the size of Snake's head. When they explode, they'll instantly knock out enemies in a wide area, regardless if said enemies were even in the room where the grenade exploded. The resulting explosion does not affect Snake in any way (other than the blinding flash), though cooking the grenade for too long will detonate on Snake's hand, causing minor damage. Snake can carry a maximum of 3 stun grenades when initially obtained.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 Smoke Grenade.]]&lt;br /&gt;
[[Image:Metal Gear Solid Stun Grenade.jpg|thumb|none|600px|Snake preparing to throw a Stun Grenade down a hallway.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
&lt;br /&gt;
==MK3A2==&lt;br /&gt;
In ''Twin Snakes'', The stun grenades have a new model resembling the [[MK3 offensive hand grenade|MK3A2 offensive grenade]], it is still a non-lethal Stun Grenade with a fairly large stun radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|160px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[Image:StungrenadeTS.jpg|thumb|none|500px|Snake holds an MK3A2 grenade.]]&lt;br /&gt;
[[Image:StungrenadeTS2.jpg|thumb|none|500px|A thrown MK3A2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chaff Grenades&amp;quot;==&lt;br /&gt;
As with the stun grenades above, fictional &amp;quot;Chaff Grenades&amp;quot; can be acquired and often the first grenade that Snake can obtain. They resemble M18 smoke grenades as with the stun grenades, the only differentiating feature between these two grenades is that the chaff grenade has a strip on its icon (where stun grenades do not have one). Completely harmless to human targets (except when Snake cooks the grenade for too long, as the stun grenade), the chaff grenade disables electronical equipment such as surveillance cameras or even Snake's Soliton Radar and can hinder certain mechanical bosses in their own ways. Snake can carry a maximum of 3 chaff grenades when initially obtained.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 Smoke Grenade.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
In addition to disabling electrical equipment, the chaff grenades also jam radio transmissions. A feature that was carried over from ''MGS2''.&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== M60 ==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun|M60]] can be seen mounted on two M151 jeeps near the game's ending. Solid Snake uses the machine gun while riding a jeep in the final act of the game. The M60 manned by Snake has an infinite ammo supply and is hard to aim in third person so holding down the first person view button is advised for consistently hitting shots, especially in the segment where Liquid Snake chases Solid Snake and Meryl's jeep.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MGS1_M60Jeep.jpg|thumb|none|600px|An M60 mounted on an M151 jeep.]]&lt;br /&gt;
[[File:MGS1_M60.jpg|thumb|none|600px|Solid Snake armed with the M60.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
&lt;br /&gt;
==M61A1 Vulcan Cannon==&lt;br /&gt;
&lt;br /&gt;
When encountered for the second time, instead of a tank, Vulcan Raven attacks Snake with a (aptly named) hand-held [[M61 Vulcan]] rotary gun with a chainsaw grip clearly inspired by the [[M134]] minigun in ''[[Terminator 2: Judgment Day]]''. Raven wears the ammo drum as a backpack, but it isn't explained precisely what's supposed to be powering it. ''Twin Snakes'' makes the rather bizarre addition that the M61A1 is somehow taken from one of the two crashed F16s that Liquid managed to shoot down using a helicopter with no dedicated anti-aircraft weaponry. Though it might conceivably be possible for a very strong man to dead-lift the assembly Raven carries like a barbell, carrying the 248-pound gun alone would be essentially impossible for any meaningful period of time, nevermind with an F-16 ammo drum containing another 285 pounds of ammunition. Even allowing that, all the muscles in the world would not be sufficient to stop Raven's arms being turned into paste by the average 3,200 pounds of recoil force generated by firing the weapon at full speed. &lt;br /&gt;
&lt;br /&gt;
Metal Gear Rex was also equipped with Vulcan cannons according to Otacon, although MGS4 retcons this rather nonsensically to them being a variant of the much too large GAU-8; even in the latter game, they are still shown as six-barrel Vulcans rather than seven-barrel GAU-8s on Rex's model.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan 20mm Cannon]]&lt;br /&gt;
[[Image:Mgs-vulcan-raven.jpg|thumb|none|400px|&amp;quot;Cryptic metaphor!&amp;quot;]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
[[Image:MGS TTS M61.jpg|thumb|none|600px|Vulcan Raven prepares to use his M61.]]&lt;br /&gt;
&lt;br /&gt;
== Browning M2HB ==&lt;br /&gt;
In the original game, Vulcan Raven's M1A1 Abrams is depicted with [[Browning M2|M2s]] on both the commander's and loader's hatches. It's easy to see the Abrams is an M1A1 due to the lack of the A2 package's Commander's Independent Sight [CIS, also CITV for &amp;quot;Commander's Independent Thermal Viewer&amp;quot;] ahead of the loader's hatch.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:M240d.jpg |thumb|none|400px|FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
===M240D Machine gun (Twin Snakes version)===&lt;br /&gt;
In the ''Twin Snakes'' it is correctly shown with an [[M240D]] on the loader's hatch and a Browning M2 on the commander's hatch.&lt;br /&gt;
[[Image:MGS TTS M1 Abrams.jpg|thumb|none|600px|Profile view of the ''Twin Snakes'' M1A1 Abrams Tank, showing both the M2HB and M240D.]]&lt;br /&gt;
[[Image:MGS TTS M1A1's MGs.jpg|thumb|none|600px|&amp;quot;This is Raven's territory...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Liquid's Hind-D is seen equipped with a [[Yakushev-Borzov Yak-B]].&lt;br /&gt;
[[Image:YakB-127mm.jpg|thumb|none|400px|A real Russian Yak-B 12.7mm Gatling gun for comparison.]]&lt;br /&gt;
===Twin Snakes version===&lt;br /&gt;
[[Image:MGS TTS Mi-24D.jpg|thumb|none|600px|Liquid's Hind-D]]&lt;br /&gt;
&lt;br /&gt;
= Twin Snakes exclusive weapons =&lt;br /&gt;
&lt;br /&gt;
== Beretta M9 ==&lt;br /&gt;
Snake can acquire a modified [[Beretta M9]]. It serves as a special manually-operated tranquilizer gun, and is identical to the weapon introduced in ''[[Metal Gear Solid 2: Sons of Liberty]]''. It comes with a suppressor and a laser sight. Snake must cycle the gun manually after every shot.&lt;br /&gt;
&lt;br /&gt;
Genome soldiers with riot shields use the standard, lethal version of this gun; as before, these only appear in ''Twin Snakes'' and not in the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta9700.jpg|thumb|none|400px|Beretta 92F with Knight's Armament XM9 suppressor and slide lock lever - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
== SPAS-12 ==&lt;br /&gt;
The [[SPAS-12]] is utilized by several attack teams when spotted. The Warhead Storage Building Ground Floor guards are implied to utilize a non-lethal variant of the weapon against Snake due to the risk of using lethal firearms causing the nukes to irradiate the area if hit, though as with the aforementioned FAMAS' underbarrel M203s, they deal harmful damage to Snake rather than depleting his stamina.&lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
== Winchester 1300 Shotgun ==&lt;br /&gt;
The [[Winchester 1300]] shotgun isn't actually used by any of the characters, but it does appear on the interior pages of the book item once it is set, held by a blond woman with the name &amp;quot;A. Roivas&amp;quot;. Its presence is a reference to the game ''[[Eternal Darkness|Eternal Darkness: Sanity's Requiem]]'', with the woman being the game's main protagonist Alexandra Roivas. Both ''The Twin Snakes'' and ''Eternal Darkness'' were made by the same developer, Silicon Knights, explaining the cameo.&lt;br /&gt;
&lt;br /&gt;
= Trivia =&lt;br /&gt;
&lt;br /&gt;
== Railguns and stealth ==&lt;br /&gt;
&lt;br /&gt;
A major plot point is that Metal Gear Rex's railgun is capable of launching a &amp;quot;stealth&amp;quot; warhead which cannot be detected by satellites and is &amp;quot;totally impossible to intercept.&amp;quot; This is actually severely untrue.&lt;br /&gt;
&lt;br /&gt;
This is because a rocket engine applies force to an ICBM over a prolonged period of time; for example, a Trident ICBM's boost stage, which accelerates the missile to roughly 20,000 feet per second, lasts roughly two minutes. If Rex's railgun is imagined to be around 50 feet long, it would have to accelerate the projectile to the same speed in the 0.005 seconds before the warhead left the weapon.&lt;br /&gt;
&lt;br /&gt;
Imagining the warhead to weigh 862 kilos (the size of a Mark 23 nuclear shell for a 16&amp;quot; / 50 Calibre Mark 7 battleship gun), it would have 16,016 megajoules of kinetic energy at launch. Since no machine is 100% efficient and most are nothing like this, it would not be exaggerating to imagine the railgun's wasted energy (in the form of recoil, heat and mechanical deformation of the rails) would be the same amount of energy again, meaning the heat energy emitted by Rex on firing would be the equivalent of the detonation of about four tons of TNT. This and the superheated trail caused by the round's passage through the atmosphere would mean a Metal Gear firing its main weapon would be easily detectable by existing systems designed to spot ICBM launches.&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield:_Bad_Company_2&amp;diff=1634370</id>
		<title>Battlefield: Bad Company 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield:_Bad_Company_2&amp;diff=1634370"/>
		<updated>2023-12-09T10:45:57Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Battlefield: Bad Company 2&lt;br /&gt;
|picture = BFBC2.jpg&lt;br /&gt;
|caption = ''PC Box Cover''&lt;br /&gt;
|developer= EA Digital Illusions CE&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|publisher= Electronic Arts&lt;br /&gt;
|date= 2010&lt;br /&gt;
|platforms= Windows &amp;lt;br&amp;gt;iOS&amp;lt;br&amp;gt;PlayStation 3&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Battlefield: Bad Company 2''''' is the sequel to the original ''[[Battlefield: Bad Company]]''. ''Bad Company 2'', utilizing a newer version of the Frostbite engine, enables players to destroy any objects in the map (almost 90%) and deform the ground with explosives.  The engine also gives bullets travel time and drop over distance, though this is mostly only noticed with sniper rifles. This game released in the U.S on March 2, 2010. A preorder package came with instantly unlocked unlockable weapons and vehicle upgrades, including the Thompson M1928, Colt M1911A1, Tracer Dart Pistol, vehicle Armor Upgrade, vehicle Secondary Weapon and vehicle Motion Detector. Some retailers also offered the AKS-74U in addition to these.&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield: Bad Company 2: Vietnam''''' is an expansion pack for the original game that takes place during the Vietnam War. It was released in December 2010 as a multiplayer-only DLC and requires BF: BC2 to work.&lt;br /&gt;
&lt;br /&gt;
As of December 2023, ''Bad Company 2'', along with its prequel and ''[[Battlefield: 1943]]'', have their online multiplayer components shut down, making it impossible to access many of the multiplayer-online weapons and content available in these modes. The ''Vietnam'' expansion pack cannot be accessed either, due to it being a multiplayer-only DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following guns can be seen in the video game: '''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Several of the guns in-game are mirrored, having the ejection port on the left side of the gun despite all characters being right-handed.&lt;br /&gt;
&lt;br /&gt;
All weapons have only one reload animation, and there is no tracking of +1 chambered rounds. Unlike the the first game which had singular reload animations that always involved racking the bolt, ''Bad Company 2'' reload animations generally go the opposite way simple involve a mag swap, save for the WWII weapons, M16A2, and shotguns, sniper rifles, and machine guns.&lt;br /&gt;
&lt;br /&gt;
The first level of the singleplayer campaign, &amp;quot;Operation Aurora,&amp;quot; is set in WWII. Many of the weapons in that level are recycled from ''[[Battlefield: 1943]]'', and are generally unusable in multiplayer or unusable by the player at all.&lt;br /&gt;
&lt;br /&gt;
=Battlefield: Bad Company 2=&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
&lt;br /&gt;
Can be used by any class once unlocked. &lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS Inox (functions as Beretta 93R)===&lt;br /&gt;
On the weapon info screen the [[Beretta 93R]] is actually a modified [[Beretta 92 pistol series|Beretta 92FS Inox]] (due to the slide mounted safety) with a 20-round magazine, larger trigger guard, extended barrel with compensator, and a folding foregrip. In-game however, it is the same model as the M9 but with a stainless finish, 3-round burst, and though not visibly different to the M9, a 20-round magazine. In the kill feed it was formerly incorrectly called the &amp;quot;M9-3&amp;quot;, though this was later fixed to call it &amp;quot;M93R Burst&amp;quot;. In-game, the fake 93R is a very weak weapon that deals low damage per shot, with almost a full magazine being required usually to kill an enemy at full health. For that reason, it may be better suited as a finisher to low-health targets.&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|400px|Beretta 92FS INOX - 9x19mm.]]&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFBC2-M93.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 92FS Inox (1).jpg|thumb|none|600px|A US Army soldier holds the burst Beretta out in a settlement on the Atacama Desert level.]]&lt;br /&gt;
[[File:BFBC2 92FS Inox (2).jpg|thumb|none|600px|The 92FS' Inox sights. Real Inoxes usually have red inserts on the posts.]]&lt;br /&gt;
[[File:BFBC2 92FS Inox (3).jpg|thumb|none|600px|Dumping a mag out after blasting away at a short fence.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9===&lt;br /&gt;
The [[Beretta 92FS|Beretta M9]] is a standard semi-automatic pistol. It had a correct 15 round magazine in the Beta, but reverted to the incorrect 12-round mag for the release game (the same thing happened in ''Medal of Honor 2010'''s multiplayer, also from DICE). As of the final R7 patch, its damage has been increased to reflect the in-game stat difference between it and the MP-443. One way to explain the 12 round mag and higher damage than the 9mm MP-443 is DICE has instead dressed up a Beretta 96 as the M9. In addition the hammer is never shown cocked, even when fired, as if it were double-action only.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BFBC2-M9.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:BFBC2Game Beretta M9 holding.jpg|thumb|none|600px|The Beretta M9 in first person.]]&lt;br /&gt;
[[file:BFBC2Game Beretta M9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:BFBC2Game Beretta M9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:BFBC2Game Beretta M9 reloading 2.jpg|thumb|none|600px|Pulling the slide of the M9.]]&lt;br /&gt;
[[File:BFBC2 M9 Kirilenko.jpg|thumb|none|600px|Kirilenko gestures at the end of High Value Target. He rather oddly has a M9 pistol in his shoulder holster, although the model is shared from the standard American waist holster.]]&lt;br /&gt;
[[File:BFBC2 M9 Marlowe.jpg|thumb|none|600px|Marlowe draws and chambers an M9 at the end of the game, although it morphs into the MP-443 that's only usable in Campaign otherwise.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[Colt M1911A1]] is instantly unlocked for players who pre-ordered Battlefield: Bad Company 2. With its .45 ACP chambering, it has the second highest damage of the pistols, beaten only by the MP412 REX which uses .357 Magnum rounds. Labeled &amp;quot;WWII M1911 .45&amp;quot; in-game. It is incorrectly portrayed as firing from an uncocked hammer (and it doesn't change at all, even the first round has been fired or the gun's slide has been pulled back while reloading), which is required for single-action pistols like the M1911A1. Unlike most weapons in the game, it is correctly modeled with the right side ejection port. This is because its model is from ''[[Battlefield 1943]]'', which features proper right-handed weapons, and the uncocked hammer comes from that game too. &lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|400px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[Image:BFBC2-M1911.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:957916_20091029_790screen001.jpg‎|thumb|none|600px|American assault trooper with M1911A1]]&lt;br /&gt;
[[File:BFBC2 M1911A1 (1).jpg|thumb|none|600px|The M1911A1 pistol in-game.]]&lt;br /&gt;
[[File:BFBC2 M1911A1 (2).jpg|thumb|none|600px|Aiming at the shed.]]&lt;br /&gt;
[[File:BFBC2 M1911A1 (3).jpg|thumb|none|600px|Loading up the seven shot magazine.]]&lt;br /&gt;
[[File:BFBC2 M1911A1 (4).jpg|thumb|none|600px|Chambering the M1911 - the .45 cartridge clips through the rather lipless magazine.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX===&lt;br /&gt;
The [[MP-412 REX]] .357 Magnum revolver is the most powerful, but also the slowest firing and lowest capacity handgun in the game. The reload animation for the REX depicts it with no automatic cartridge extractor, causing the player to manually dump out spent casings. The model has been changed to an extended barrel variant compared to the previous game and later appearances of the REX in the series.&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|400px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[Image:BFBC2-MP412.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 MP-412 (1).jpg|thumb|none|600px|A Russian Army soldier brandishing the MP-412.]]&lt;br /&gt;
[[File:BFBC2 MP-412 (2).jpg|thumb|none|600px|The revolver's iron sights.]]&lt;br /&gt;
[[File:BFBC2 MP-412 (3).jpg|thumb|none|600px|Sending out the unfired rounds at the start of a reload. Note the difference in barrel length is very clear here.]]&lt;br /&gt;
[[File:BFBC2 MP-412 (4).jpg|thumb|none|600px|Speed-loading in more .357 Magnum rounds.]]&lt;br /&gt;
[[File:BFBC2 MP-412 (5).jpg|thumb|none|600px|Spinning the REX's cylinder.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach===&lt;br /&gt;
The [[MP-443 Grach]] appears in the game and has a 17-round mag, the second highest of all the pistols, as well as the second lowest damage, the M93R being the lowest. In single player, this pistol is the only one available; Marlowe acquires one from Redford at the end of the mission &amp;quot;Upriver&amp;quot;, and holds onto it for the rest of the game, while NSA Agent Aguire also carries one of his own.&lt;br /&gt;
[[Image:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BFBC2-MP443.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 MP-443 (1).jpg|thumb|none|600px|A Russian Paratrooper with the MP-443 pistol out at Port Valdez, Alaska. Note that the rear of the slide is modeled completely wrong, lacking a hammer and treating the pistol as striker fired.]]&lt;br /&gt;
[[File:BFBC2 MP-443 (2).jpg|thumb|none|600px|Aiming the MP-443.]]&lt;br /&gt;
[[File:BFBC2 MP-443 (3).jpg|thumb|none|600px|Reloading with a low-detail magazine.]]&lt;br /&gt;
[[File:BFBC2 MP-443 (4).jpg|thumb|none|600px|About to rack the Grach's slide.]]&lt;br /&gt;
[[File:BFBC2 MP-443 Aguire (1).jpg|thumb|none|600px|&amp;quot;''Gun.''&amp;quot; &amp;lt;BR&amp;gt; Aguire urges Sweetwater to stand aside by aiming a MP-443 at him...]]&lt;br /&gt;
[[File:BFBC2 MP-443 Aguire (2).jpg|thumb|none|600px|...and blasts a Russian spec-ops soldier that was about to get the jump on them.]]&lt;br /&gt;
[[File:BFBC2 MP-443 Flynn.jpg|thumb|none|600px|&amp;quot;''Even the Buddha had to kick a little ass.''&amp;quot; &amp;lt;BR&amp;gt; Flynn aims another Grach pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14 (Transition model)===&lt;br /&gt;
In the first single-player level, Operation Aurora, Watanabe is seen using a [[Nambu Type 14]]. Like the other WWII weapons, its model is recycled from ''[[Battlefield 1943]]'', though it is unusable by the player in ''Bad Company 2''.&lt;br /&gt;
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu. Transition model. With a new trigger guard and original slotted cocking knob.]]&lt;br /&gt;
[[File:BFBC2Game Nambu Type 14 1.jpg|thumb|none|600px|The Nambu Type 14 in-game. Note the enlarged trigger guard from later the Type 14 model and the early-style cocking piece.]]&lt;br /&gt;
[[File:BFBC2Game Nambu Type 14 2.jpg|thumb|none|600px|Right side view. Note the Black Sun emblem on Watanabe's jacket, indicating that the Scalar Weapon may have been a join Axis project with Nazi connections.]]&lt;br /&gt;
&lt;br /&gt;
===Tracer Dart Gun===&lt;br /&gt;
The Tracer Dart Gun is a non-lethal weapon used by both Russian and American forces. The tracer darts it fires grants lock-on capabilities to allied Engineers using the RPG-7 or Carl Gustav launchers. Unlocked by default on all pre-ordered copies, but can be acquired through experience for those who did not pre-order. Unlike in the original Bad Company, the Engineer has to lock on the target by looking through the scope of the rocket launcher for a few seconds at the tracer point. After it locks on, a distance will be given. The Engineer is then free to fire in any direction, and the rocket will home in on the target. It is also capable of tracking and locking on while embedded on enemy personnel instead of vehicles.&lt;br /&gt;
[[Image:BC2 Tracer Dark Gun.jpg|thumb|none|600px|American engineer with Tracer Dart Gun]]&lt;br /&gt;
[[Image:Tracer Gun.JPG|thumb|none|600px|Tracer Dart Gun in Multiplayer]]&lt;br /&gt;
[[Image:Tracer Dart Lock.JPG|thumb|none|600px|Lock on as seen through the scope of a Carl Gustav. It's hard to see but there are some white numbers beneath the orange square. This is the distance and notifies the player that the missile is locked.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
Submachine guns are available to the Engineer role in Multiplayer alongside compact-carbine sized assault rifles. The Type 100 is the only usable SMG in the campaign, in the WWII prologue.&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the final unlock for the Engineer class at 43,000 points. It again features a suppressor, and can be equipped with the Kobra or ACOG scope. A camouflaged version is available with the SPECACT DLC. &lt;br /&gt;
[[Image:HK UMP Suppressed 45ACP.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with Suppressor - .45 ACP.]]&lt;br /&gt;
[[Image:BFBC2-UMP.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 UMP45 (1).jpg|thumb|none|600px|A US Engineer views a Humvee with his UMP.]]&lt;br /&gt;
[[File:BFBC2 UMP45 (2).jpg|thumb|none|600px|The UMP's iron sights, with the rear aperture flipped up.]]&lt;br /&gt;
[[File:BFBC2 UMP45 (3).jpg|thumb|none|600px|It reloads without the first game's full HK procedure. The windowed magazine model doesn't reflect the amount of rounds in the actual magazine.]]&lt;br /&gt;
[[File:BFBC2 UMP45 (4).jpg|thumb|none|600px|Smacking in a new magazine while getting taunted by the server message.]]&lt;br /&gt;
[[File:BFBC2 UMP45 SA (1).jpg|thumb|none|600px|The UMP45 SA in desert camouflage.]]&lt;br /&gt;
[[File:BFBC2 UMP45 SA (2).jpg|thumb|none|600px|A woodland camo'ed UMP SA with an ACOG scope.]]&lt;br /&gt;
[[File:BFBC2 UMP45 SA (3).jpg|thumb|none|600px|And the arctic camo UMP45.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears only in Multiplayer and is equipped with a suppressor. It has a very high rate of fire, more akin to that of the [[Mini Uzi]] (which is technically possible, as smaller Uzi variant bolts are backwards compatible in the original design). It is unlocked for 26000 points in the Engineer kit.&lt;br /&gt;
[[Image:UZIwSionics.jpg‎|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[Image:BFBC2-UZI.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 Uzi (1).jpg|thumb|none|600px|Holding the Uzi upon a hostile four-wheeler.]]&lt;br /&gt;
[[File:BFBC2 Uzi (2).jpg|thumb|none|600px|Checking the Uzi's sights against the blue wall.]]&lt;br /&gt;
[[File:BFBC2 Uzi (3).jpg|thumb|none|600px|Letting out a burst, which shows the bolt and charging handle reciprocating (the latter is non-reciprocating in reality). Spent casings are present, just not in-frame here.]]&lt;br /&gt;
[[File:BFBC2 Uzi (4).jpg|thumb|none|600px|The Uzi's reload, which lacks running the charging handle from ''BC1''.]]&lt;br /&gt;
&lt;br /&gt;
===M1928 Thompson===&lt;br /&gt;
The [[M1928 Thompson]] appears in the game, used by the American strike team in the Operation Aurora prologue (though the player character loses his). In Multiplayer, it is readily available for players who pre-ordered Battlefield: Bad Company 2, and unlocked at rank 10 otherwise. It is incorrectly identified as &amp;quot;WWII M1A1 Thompson&amp;quot; in-game when in-fact it is the M1928 model. The gun uses the same model from ''[[Battlefield 1943]]''.&lt;br /&gt;
&lt;br /&gt;
It should be noted that when the player character reloads the weapon, he inserts the magazine incorrectly. Instead of using the channels on the mag catch for the magazine to slide into, he inserts it in a similar way to an AK-47 magazine, even though it isn't possible to insert a Thompson magazine without using the channels. Also, triggering the reload animation will have the bolt force itself closed before the player immediately pulls it open again as the first step; while not technically incorrect due to the gun being an open-bolt design (although doing this step first was only strictly necessary when using drum mags), this will also cause an empty casing to eject from the gun, even if the magazine was emptied.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|500px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]&lt;br /&gt;
[[Image:BFBC2-M1A1T.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:957916 20091029 790screen002.jpg|thumb|none|600px|American assault trooper with the M1928A1 Thompson. Note that the magazine incorrectly fills the entire space in the magazine well.]]&lt;br /&gt;
[[File:BFBC2 Thompson (0).jpg|thumb|none|600px|Wyatt loses his M1928 after the squad is detected at the start of Operation Aurora.]]&lt;br /&gt;
[[File:BFBC2 Thompson (1).jpg|thumb|none|600px|A ghillied Russian wades ashore on the Atacama Desert with his M1928 Thompson, ready to liberate the desert from rocks and cactus.]]&lt;br /&gt;
[[File:BFBC2 Thompson (2).jpg|thumb|none|600px|Aiming the Thompson against the shore. The actual rear notch sight blurs completely out of focus here; the front sight is instead lined against the charging handle.]]&lt;br /&gt;
[[File:BFBC2 Thompson (3).jpg|thumb|none|600px|Blazing away with the Thompson recoiling quite a bit upwards.]]&lt;br /&gt;
[[File:BFBC2 Thompson (4).jpg|thumb|none|600px|Pulling the charging handle back - note the casing ejecting out is fired.]]&lt;br /&gt;
[[File:BFBC2 Thompson (5).jpg|thumb|none|600px|And the rather curious AK-like loading of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000===&lt;br /&gt;
The older version of the [[PP-2000]] appears in the game equipped with a suppressor and is incorrectly referred as the &amp;quot;PP-2000 Avtomat&amp;quot; (&amp;quot;Avtomat&amp;quot; is the Russian term for Assault rifle or Submachine gun, but nowadays it is more used for Assault rifles or Automatic rifles). The PP-2000 is only available in Multiplayer, as the Engineer class's second to last unlock at 32,000 points. It has a 40 round capacity despite being modeled with the 20-round magazine. It fires at 1000 rpm, faster than  any other weapon in-game except the MG3.&lt;br /&gt;
[[Image:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm]]&lt;br /&gt;
[[Image:BFBC2-PP2000.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 PP-2000 (1).jpg|thumb|none|600px|A Russian Engineer holds his PP-2000 out by his T-90 tank.]]&lt;br /&gt;
[[File:BFBC2 PP-2000 (2).jpg|thumb|none|600px|He's grateful that the iron sights are now usable.]]&lt;br /&gt;
[[File:BFBC2 PP-2000 (3).jpg|thumb|none|600px|Putting the T-90's side armor to the test of 9x19. Note the charging handle's (which is modeled as a solid tube instead of being an ambidextrous lever) sleeve cycles back with the bolt.]]&lt;br /&gt;
[[File:BFBC2 PP-2000.jpg|thumb|none|600px|Reloading the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
===Type 100===&lt;br /&gt;
The [[Type 100 submachine gun]] is found in the first level of single-player, Operation Aurora, recycled from ''Battlefield 1943''.&lt;br /&gt;
[[file:Submachine gun Type 100.jpg|thumb|none|350px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[file:BFBC2Game Type 100 holding.jpg|thumb|none|600px|The Type 100 in Operation Aurora. Note that the receiver's endcap is flat; it is hollow in reality.]]&lt;br /&gt;
[[file:BFBC2Game Type 100 aim.jpg|thumb|none|600px|Aiming - the sights are aren't aligned; the rear peep hole is ignored.]]&lt;br /&gt;
[[file:BFBC2Game Type 100 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:BFBC2Game Type 100 reloading 2.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Assault Rifles==&lt;br /&gt;
Automatic Rifles are split between Carbines for the Engineer Class, and Assault Rifles for the Assault Class. All the assault rifles are equipped with an under-slung grenade launcher, capable of firing standard grenades, or either smoke or canister flechette rounds.&lt;br /&gt;
&lt;br /&gt;
===9A-91===&lt;br /&gt;
The [[9A-91]] is the starting carbine for Engineers. Fires the 9x39mm round, has a 20 round magazine and is equipped with a suppressor.&lt;br /&gt;
[[file:9a91.jpg|thumb|none|350px|9A-91 - 9x39mm]]&lt;br /&gt;
[[Image:BFBC2-9A91.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:BFBC2Game 9A-91 holding.jpg|thumb|none|600px|The 9A-91 in first person.]]&lt;br /&gt;
[[file:BFBC2Game 9A-91 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:BFBC2Game 9A-91 reloading 1.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[file:BFBC2Game 9A-91 reloading 2.jpg|thumb|none|600px|Reloading the 9A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971===&lt;br /&gt;
Called &amp;quot;AEK-971 Vintovka&amp;quot; in the weapons screen, the [[AEK-971]] is the Assault kit's starting assault rifle and is the standard rifle used by the South American soldiers in the campaign. As with the previous game, it is equipped with the GP-30 underbarrel grenade launcher.&lt;br /&gt;
[[file:AEK-971 left side.jpg|thumb|none|350px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[Image:BFBC-AEK971.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:BFBC2Game AEK-971 holding.jpg|thumb|none|600px|Holding AEK-971 with the GP-30.]]&lt;br /&gt;
[[file:BFBC2Game AEK-971 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:BFBC2Game AEK-971 reloading 1.jpg|thumb|none|600px|The player character about to remove the old magazine.]]&lt;br /&gt;
[[file:BFBC2Game AEK-971 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] appears in the final campaign mission, and is unlocked at 16,000 points for the Engineer class in Multiplayer. As with all Engineer class weapons, it is suppressed and is referred to as the &amp;quot;AKS-74U Krinkov&amp;quot; in-game. Oddly, in the weapons info screen it has black plastic furniture, but in-game it has wood furniture. This is because the version in Bad Company 2 is simply a reskin of the original [[Battlefield: Bad Company | Bad Company]]'s AKS-74U, in which it had the plastic furniture.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BFBC2-AKS74U.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:AKS74UBC2SP.JPG|thumb|none|600px|A Kobra-equipped AKS-74U acquired at the start of the final mission. It seems that this scene was inspired by a similar scene in the movie ''[[Shoot 'em Up]]''.]]&lt;br /&gt;
[[File:BFBC2 AKS-74U (2).jpg|thumb|none|600px|A standard AKS-74U obtained later in the An-124's cargo hold.]]&lt;br /&gt;
[[File:BFBC2 AKS-74U (3).jpg|thumb|none|600px|Aiming the AKS-74U.]]&lt;br /&gt;
[[File:BFBC2 AKS-74U (4).jpg|thumb|none|600px|Reloading the 5.45 magazine. The incorrect milled receiver cutout is easily visible here.]]&lt;br /&gt;
[[File:BFBC2 AKS-74U (5).jpg|thumb|none|600px|The squad discusses their next move while armed with AKS-74Us - note the wooden rail segment on Preston's AKS-74U. The right side of the receiver is also mirrored from the left in third person.]]&lt;br /&gt;
[[File:BFBC2 AKS-74U (6).jpg|thumb|none|600px|Sweetwater holding the AKS-74U in an odd way, probably due to reused hand positions for his original M60.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] with a GP-30 returns, now as the standard service rifle for the Russian Army in the story (replacing the AEK-971 in that role in the prior game). It is permanently set to the two-round burst mode, but incorrectly fires at the full-auto mode's 600 RPM instead of the burst mode's much higher fire rate. The AN-94 is unlocked at 28,000 score in the Assault class in multiplayer.&lt;br /&gt;
[[Image:an94-1.jpg|thumb|none|400px|Nikonov AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BFBC2-AN94.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 AN-94 (1).jpg|thumb|none|600px|The AN-94 out by a Russian rest area.]]&lt;br /&gt;
[[File:BFBC2 AN-94 (2).jpg|thumb|none|600px|Aiming is identical to the first game.]]&lt;br /&gt;
[[File:BFBC2 AN-94 (3).jpg|thumb|none|600px|Letting a two-round burst out, which shows the mirrored system in action.]]&lt;br /&gt;
[[File:BFBC2 AN-94 (4).jpg|thumb|none|600px|Reloading the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M16A4===&lt;br /&gt;
The [[M16A4 rifle]] appears only as the last unlockable assault rifle. The model is the same one from the original game, thought it appears as the &amp;quot;M16A2&amp;quot; but has the detachable rear sight of the A4 pattern. The ''Bad Company 2'' &amp;quot;M16A2&amp;quot; differs from the original &amp;quot;M16&amp;quot; that was used in the first ''Bad Company'' in multiple ways: the magazine has the correct 30-round capacity instead of 50, a three-round burst mode instead of being fully automatic, and Kobra sight or ACOG scope attachments (as is the case with most weapons in Bad Company 2). It requires 47,000 Points to unlock, and is the last unlock in the &amp;quot;Assault&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 with M203 40mm grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[Image:BFBC2-M16.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 M16A2 (1).jpg|thumb|none|600px|Patrolling the big sandbox with the M16A4/M203 combo.]]&lt;br /&gt;
[[File:BFBC2 M16A2 (2).jpg|thumb|none|600px|Aiming the M16 - note that the carry handle sight is entirely mirrored; the attachment knobs and sight adjustment dial are opposite of where they normally would be.]]&lt;br /&gt;
[[File:BFBC2 M16A2 (3).jpg|thumb|none|600px|Firing - unlike the HK416, a new round isn't present inside the chamber.]]&lt;br /&gt;
[[File:BFBC2 M16A2 (4).jpg|thumb|none|600px|Reloading a STANAG.]]&lt;br /&gt;
[[File:BFBC2 M16A2 (5).jpg|thumb|none|600px|The very rare sight of a charging handle being used on a rifle in ''Bad Company 2''. The forward assist maneuver from the first game is skipped.]]&lt;br /&gt;
[[File:BFBC2 M16A2 SA (2).jpg|thumb|none|600px|The desert camo M16A2 SA rifle.]]&lt;br /&gt;
[[File:BFBC2 M16A2 SA (1).jpg|thumb|none|600px|The M16A2 SA's woodland appearance as seen on Isla Innocentes.]]&lt;br /&gt;
[[File:BFBC2 M16A2 SA (3).jpg|thumb|none|600px|And the winter M16A2 SA, inside a MCOM house on nighttime Nelson Bay.]]&lt;br /&gt;
&lt;br /&gt;
===FN F2000 Tactical===&lt;br /&gt;
The [[FN F2000 Tactical]] is called the &amp;quot;F2000 Assault&amp;quot; in the game. It is always equipped with the [[FN EGLM|FN GL-1]]. It fires at a comparatively high 850 rpm compared to other assault rifles, but its report makes it sound as if it fires faster. It can first be found in the Sangre Del Toro mission, and appears later on sporadically as used by some of the Latin American troops and Russian special forces. In Multiplayer, it unlocks at 8,000 Assault score.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFBC2-F2000.jpg|thumb|none|600px|Note that the info screen depicts a civilian [[FN F2000#FN FS2000|FS2000]] with a FN GL-1 grenade launcher. Also note the alternate grenade launchers, which are never actually used.]]&lt;br /&gt;
[[File:BFBC2 F2000 (0).jpg|thumb|none|600px|An F2000 found on a weapon crate in the Sangre Del Toro mission, with a two-tone appearance.]]&lt;br /&gt;
[[File:BFBC2 F2000 (1).jpg|thumb|none|600px|Marlowe with the F2000 in the prison camp liberated in the No One Gets Left Behind mission. It has a full tan finish in temperate and arid levels.]]&lt;br /&gt;
[[File:BFBC2 F2000 (2).jpg|thumb|none|600px|The F2000's iron sights.]]&lt;br /&gt;
[[File:BFBC2 F2000 (3).jpg|thumb|none|600px|Firing the F2000 while getting an eyeful of lens flare. The charging handle slightly reciprocates, and casings can be seen correctly spewing out the front.]]&lt;br /&gt;
[[File:BFBC2 F2000 (4).jpg|thumb|none|600px|Reloading a STANAG.]]&lt;br /&gt;
[[File:BFBC2 F2000 (5).jpg|thumb|none|600px|The black-finished F2000 as seen on Port Valdez. Note the ACOG scope slightly clips with the rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
The [[FN SCAR-L]] CQC assault rifle is the first unlockable weapon for the Engineer in multiplayer (at 2,500 points), and found occasionally in the campaign mode. Russian SF troops can be seen using it in the Zero Dark Thirty mission. When firing bursts of automatic fire, the weapon ejects casings at a faster rate than it fires and cycles. This is probably due to it reusing scripts from ''[[Battlefield: Bad Company]]'', in which it had a faster ROF.&lt;br /&gt;
[[File:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|none|400px|FN SCAR-L CQC - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2-SCARL.jpg|thumb|none|600px|The SCAR-L's menu card, it still has the camouflage finish from the previous game here.]]&lt;br /&gt;
[[File:BFBC2 SCAR-L (1).jpg|thumb|none|600px|Engaging an enemy soldier in the South American logging camp with the SCAR-L CQC.]]&lt;br /&gt;
[[File:BFBC2 SCAR-L (2).jpg|thumb|none|600px|Blasting away, showing the left handed bolt cycling and 5.56 casings spewing out.]]&lt;br /&gt;
[[File:BFBC2 SCAR-L (3).jpg|thumb|none|600px|The SCAR-L's sights - the rear is cropped, and blurred out of focus.]]&lt;br /&gt;
[[File:BFBC2 SCAR-L (4).jpg|thumb|none|600px|Reloading the SCAR, with some nicely modeled cartridges in the magazine.]]&lt;br /&gt;
[[File:BFBC2 SCAR-L (5).jpg|thumb|none|600px|In winter levels, the SCAR-L has a two-tone gray/black appearance.]]&lt;br /&gt;
[[File:BFBC2 SCAR-L (6).jpg|thumb|none|600px|Getting a view of the black bottom rail and lower receiver.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416 D10RS===&lt;br /&gt;
Referred as the M416. Apparently in the Bad Company universe, the [[Heckler &amp;amp; Koch HK416]] weapon has been adopted by the US Army, thus the ''M416'' designation. It is unlocked at 35,000 Assault class score. A well-balanced and versatile rifle, the HK416 is popular in multiplayer and can be outfitted with standard assault rifle attachments, such as a red dot sight, 4x scope and underslung M203, capable of firing flechette, HE or smoke rounds.&lt;br /&gt;
[[File:HK 416 D.jpg|thumb|none|350px|HK416 D10RS - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFBC2-HK416.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 HK416 (1).jpg|thumb|none|600px|The HK416 carbine out in the US deployment area of Atacama Desert.]]&lt;br /&gt;
[[File:BFBC2 HK416 (2).jpg|thumb|none|600px|The 416's iron sights.]]&lt;br /&gt;
[[File:BFBC2 HK416 (3).jpg|thumb|none|600px|Firing away with the apparently spring-returned dust cover flapping half open, which allows spent casings out.]]&lt;br /&gt;
[[File:BFBC2 HK416 (4).jpg|thumb|none|600px|The reload animation is changed from ''BC1'' with the HK being mostly held skywards while a new magazine is loaded and slapped in.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] with the XM320 underbarrel grenade launcher. In Campaign mode, it replaces the M416 as the signature weapon of B-Company. Redford and Marlowe use ACOGs, while Haggard uses a Red Dot Sight, though Redford and Haggard's optics are always present in gameplay, they only sometimes appear in cutscenes, while Marlowe's is always there (except in the tanker cutscene). &lt;br /&gt;
[[Image:XM8.JPG|thumb|none|400px|Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2-XM8.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:BC_XM8.jpg|thumb|none|600px|Promotional image of a US Army soldier firing the XM8/XM320 combo..]]&lt;br /&gt;
[[File:BFBC2 XM8 (1).jpg|thumb|none|600px|The XM8 and XM320 out on Isla Innocentes in multiplayer.]]&lt;br /&gt;
[[File:BFBC2 XM8 (2).jpg|thumb|none|600px|Aiming with the HK style iron sights.]]&lt;br /&gt;
[[File:BFBC2 XM8 (3).jpg|thumb|none|600px|The XM8's reload.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8|H&amp;amp;K XM8 Compact]] equipped with a suppressor is an available weapon for the Engineer Class, unlocked at 6,500 points. Has the highest rate of fire of all the rifle-caliber carbines available to the Engineer. &lt;br /&gt;
[[Image:xm8ccbutt.jpg|thumb|none|400px|H&amp;amp;K XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2-XM8C.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 XM8C (1).jpg|thumb|none|600px|The XM8 Compact out in the Atacama wastes.]]&lt;br /&gt;
[[File:BFBC2 XM8C (2).jpg|thumb|none|600px|Firing, with the casing ejecting out leftward.]]&lt;br /&gt;
[[File:BFBC2 XM8C (3).jpg|thumb|none|600px|Reloading reveals the rather primitive look of the magazine texture that normally hides away in the magwell.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] appears as the &amp;quot;STG.77 AUG&amp;quot; in-game. This name is the official designation of the Steyr AUG in the Austrian Army, however the A3-CQC variant seen here was never adopted. It unlocks at 20,000 score with the Assault Class in Multiplayer.&lt;br /&gt;
[[Image:Steyr_AUG_A3+40mm.jpg|thumb|none|400px|Steyr AUG A3-CQC (5.56x45mm) with prototype Steyr GL2 40mm grenade launcher]]&lt;br /&gt;
[[Image:BFBC2-AUG.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 AUG A3 (1).jpg|thumb|none|600px|The iron sights AUG A3 in-game.]]&lt;br /&gt;
[[File:BFBC2 AUG A3 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFBC2 AUG A3 (3).jpg|thumb|none|600px|Reloading the AUG, less pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Battle Rifles==&lt;br /&gt;
Can be used by any class once unlocked.&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
A [[Heckler &amp;amp; Koch G3|G3A3]] appears simply as the &amp;quot;G3&amp;quot; and is only available as a multiplayer unlock. Despite claiming to be unlocked at Rank 26, players really unlock it at Rank 22, the first officer rank. It has a 20-round magazine and full-auto fire capability. It can be set to any class' primary slot. Elite tier Russian forces use the G3A3 in Onslaught mode.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFBC2-G3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 G3A3 (1).jpg|thumb|none|600px|The G3A3 out in the Atacama wastes.]]&lt;br /&gt;
[[File:BFBC2 G3A3 (2).jpg|thumb|none|600px|As with the HK416, the front sight seems to be aligned with the top of the rear drum rather than its actual notch.]]&lt;br /&gt;
[[File:BFBC2 G3A3 (3).jpg|thumb|none|600px|The box magazine is totally empty during reloads.]]&lt;br /&gt;
[[File:BFBC2 G3A3 (4).jpg|thumb|none|600px|Smacking in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] can be unlocked by registering as a Battlefield &amp;quot;veteran&amp;quot; (i.e. registering at least one other Battlefield-series game). Called &amp;quot;WWII M1 Garand&amp;quot; in-game. Can be set to any class' primary slot. Another weapon carried over from ''1943'', and hence has correct right-hand ejection and charging handle. Oddly, the image for the weapon in the weapon info screen is the in-game model of the Type 5 rifle (which is itself based on the M1 Garand model).&lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic rifle - .30-06]]&lt;br /&gt;
[[Image:BFBC2-M1G.jpg|thumb|none|600px|Note the thicker wood furniture, indicating that this is the Type 5 model.]]&lt;br /&gt;
[[file:BFBC2Game M1 Garand holding.jpg|thumb|none|600px|The M1 Garand in first person.]]&lt;br /&gt;
[[file:BFBC2Game M1 Garand aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:BFBC2Game M1 Garand reloading 1.jpg|thumb|none|600px|The empty clip being ejected.]]&lt;br /&gt;
[[file:BFBC2Game M1 Garand reloading 2.jpg|thumb|none|600px|Inserting a new 8-round clip.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
The [[M14#Mk_14_Mod_0_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]] (Enhanced Battle Rifle) appears only in Multiplayer, unlocked at rank 19 (First Sergeant I). It is incorrectly called &amp;quot;M14 Mod 0 Enhanced&amp;quot; in the game and has a desert-tan camo paint. The Mk 14 has a semi-auto only firing option, can be equipped as a primary weapon for any class and has a 10 round capacity in gameplay despite what the weapon page description claims. Although it has the same in-game stats as the M1 Garand (excluding capacity), the Mk 14 reloads slightly faster and the player equipping it spawns with less reserve ammo for the rifle. The Mk 14 also has a right-handed bolt, but spent casings eject to the left. The related original [[M14]] appears in the Vietnam expansion pack. &lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR - 7.62x51 NATO]]&lt;br /&gt;
[[Image:BFBC2-MK14.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 Mk14 (1).jpg|thumb|none|600px|The Mk 14 EBR out in a Chilean desert ville.]]&lt;br /&gt;
[[File:BFBC2 Mk14 (2).jpg|thumb|none|600px|The Mk 14's iron sights. The rear sight here is a bit better portrayal of the M1/M14's peep sight, compared to the in-game Garand's ghost ring sight seen above.]]&lt;br /&gt;
[[File:BFBC2 Mk14 (3).jpg|thumb|none|600px|It recoils quite hard from the hip; the action is cycling here, and the spent round pops out and is visible just above the front rail.]]&lt;br /&gt;
[[File:BFBC2 Mk14 (4).jpg|thumb|none|600px|The magazine appears to have been quite burned on top.]]&lt;br /&gt;
&lt;br /&gt;
=== Type 5 Rifle (M1 Garand mock-up) ===&lt;br /&gt;
Reused from ''[[Battlefield: 1943]]'', the [[M1 Garand]] modified to stand in for the rare Japanese [[Type 5 Rifle]] is the standard weapon for the Japanese forces in the single-player mode. It has the clip latch which the Type 5 lacks, and functions in an identical fashion to the M1 Garand, complete with using en-bloc clips instead of the real weapon's stripper clips.&lt;br /&gt;
&lt;br /&gt;
Unusually, the game allows the weapon to be reloaded partway through an en-bloc clip by using the clip latch. There is no model for an empty or partially fired clip, so regardless of how many rounds have been fired the Type 5 is always shown ejecting a completely full clip at the start of the reload animation, in contrast to the Garand's clip, which is always shown as empty. Unlike in ''Battlefield: 1943'', ejecting a clip does not produce a ping sound.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[file:Type5.jpg‎|thumb|none|350px|Type 5 Garand Copy - 7.7x58mm]]&lt;br /&gt;
[[file:BFBC2Game Type 5 Garand Copy holding.jpg|thumb|none|600px|The Type 5 being held.]]&lt;br /&gt;
[[file:BFBC2Game Type 5 Garand Copy aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:BFBC2Game Type 5 Garand Copy reloading 1.jpg|thumb|none|600px|The clip being ejected at the start of a reload; note how it is full.]]&lt;br /&gt;
[[file:BFBC2Game Type 5 Garand Copy reloading 2.jpg|thumb|none|600px|Inserting a fresh clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
Sniper rifles are exclusive to the Recon class.&lt;br /&gt;
&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] returns as the &amp;quot;M95 Sniper&amp;quot; in ''Bad Company 2''. The M95 can be found first in Crack The Sky in the story, and is used by Russian snipers in later missions. It is the final Recon unlock in Multiplayer, at 34,000 points. As per its .50 BMG chambering, it is very powerful, having some of the best penetration through cover (and will destroy light obstacles such as fences and doors). It can damage all vehicles, save for tanks, and is especially powerful against light vehicles and boats.&lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|400px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[Image:BFBC2-M95.jpg|thumb|none|600px|In fact, it is an anti-materi'''a'''l rifle]]&lt;br /&gt;
[[File:BFBC2 M95 (1).jpg|thumb|none|600px|Using a winter-camouflaged Barrett M95 during the assault on the Russian-occupied satellite station in the Andes.]]&lt;br /&gt;
[[File:BFBC2 M95 (2).jpg|thumb|none|600px|Sighting in the fast-roping reinforcements.]]&lt;br /&gt;
[[File:BFBC2 M95 (3).jpg|thumb|none|600px|Working the M95's bolt.]]&lt;br /&gt;
[[File:BFBC2 M95 (4).jpg|thumb|none|600px|Reloading a five-round magazine...]]&lt;br /&gt;
[[File:BFBC2 M95 (5).jpg|thumb|none|600px|...and pushing the bolt forward.]]&lt;br /&gt;
[[File:BFBC2 M95 SA.jpg|thumb|none|600px|The M95 SA variant in multiplayer; in an inversion of all the other SPECACT weapons, it lacks a camouflage finish as the default M95 already has dynamic camo colors.]]&lt;br /&gt;
[[File:BFBC2 M95 Hags (1).jpg|thumb|none|600px|Haggard shoulders and chambers the Barrett in the intro of the Sangre Del Toro mission. Note the M9 pistol in Sweetwater's holster.]]&lt;br /&gt;
[[File:BFBC2 M95 Hags (2).jpg|thumb|none|600px|Taking aim upon a Russian desert patrol.]]&lt;br /&gt;
&lt;br /&gt;
===GOL sniper rifle===&lt;br /&gt;
The [[GOL sniper rifle]] is called the &amp;quot;GOL Sniper Magnum&amp;quot; in the game, only appearing in Multiplayer as a unlock at 21,000 points in the Recon kit.&lt;br /&gt;
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL-Sniper - .338 Lapua]]&lt;br /&gt;
[[Image:BFBC2-GOL.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 GOL (1).jpg|thumb|none|600px|The GOL sniper rifle out on the Atacama Desert.]]&lt;br /&gt;
[[File:BFBC2 GOL (2).jpg|thumb|none|600px|The view through the GOL's scope.]]&lt;br /&gt;
[[File:BFBC2 GOL (3).jpg|thumb|none|600px|Working the bolt action.]]&lt;br /&gt;
[[File:BFBC2 GOL (4).jpg|thumb|none|600px|The GOL's reload.]]&lt;br /&gt;
&lt;br /&gt;
===M24A2 Sniper Rifle===&lt;br /&gt;
The A2 variant of the [[Remington Model 700#M24 Sniper Rifle|M24 sniper rifle]] is the standard bolt-action sniper rifle used by Recon class, referred to as the &amp;quot;M24 Sniper&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|350px|M24A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFBC2-M24.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:BFBC2Game M24A2 Sniper Rifle holding.jpg|thumb|none|600px|The M24A2 being held.]]&lt;br /&gt;
[[file:BFBC2Game M24A2 Sniper Rifle aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:BFBC2Game M24A2 Sniper Rifle reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:BFBC2Game M24A2 Sniper Rifle reloading 2.jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:BFBC2 M24 (0).jpg|thumb|none|600px|The arid camouflaged M24 rifle, overlooking the Arica town.]]&lt;br /&gt;
[[File:BFBC2 M24 (1).jpg|thumb|none|600px|A woodland M24A2 on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===QBU-88===&lt;br /&gt;
The [[QBU-88]] appears as the &amp;quot;Type 88 Sniper&amp;quot; and the first sniper rifle found in the campaign, used in Upriver. In Multiplayer, it is unlocked at 1,300 points in the Recon class.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|400px|QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BFBC2-QBU88.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 QBU-88 (1).jpg|thumb|none|600px|Preston overlooking enemy sentries with the QBU-88 rifle.]]&lt;br /&gt;
[[File:BFBC2 QBU-88 (2).jpg|thumb|none|600px|Drawing a bead through the QBU's scope.]]&lt;br /&gt;
[[File:BFBC2 QBU-88 (3).jpg|thumb|none|600px|Reloading while the rest of the squad pushes downhill.]]&lt;br /&gt;
[[File:BFBC2 QBU-88 (4).jpg|thumb|none|600px|A view of the right side before working the charging handle.]]&lt;br /&gt;
[[File:BFBC2 QBU-88 (5).jpg|thumb|none|600px|The QBU-88 in the hands of a Bolivian sharpshooter.]]&lt;br /&gt;
[[File:BFBC2 QBU-88 Sweetwater.jpg|thumb|none|600px|Sweetwater briefly uses a QBU-88 at the beginning of No One Gets Left Behind. His hands appear to be misaligned with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===SV-98===&lt;br /&gt;
The [[SV-98]] is called the &amp;quot;SV-98 Snaiperskaya&amp;quot; in the game. It has a green finish, with the bipod folded in. It is only found in Multiplayer, unlocked at 6,000 Recon score.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|400px|SV-98 - 7.62x54R/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFBC2-SV98.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 SV-98 (1.jpg|thumb|none|600px|Overlooking the Atacama Desert level with the SV-98.]]&lt;br /&gt;
[[File:BFBC2 SV-98 (2).jpg|thumb|none|600px|The view through the PKS-07 optic.]]&lt;br /&gt;
[[File:BFBC2 SV-98 (3).jpg|thumb|none|600px|Operating the bolt.]]&lt;br /&gt;
[[File:BFBC2 SV-98 (4).jpg|thumb|none|600px|Reloading the box magazine.]]&lt;br /&gt;
&lt;br /&gt;
===SVU Dragunov===&lt;br /&gt;
The [[SVU Dragunov]] is called the &amp;quot;SVU Snaiperskaya Short&amp;quot; in the game. Equipped with a suppressor and PSO-1 scope. It also is only in MP, unlocked at 15,000 Recon points.&lt;br /&gt;
[[Image:Svu.jpg|thumb|none|400px|SVU - 7.62x54mm R]]&lt;br /&gt;
[[Image:BFBC2-SVU.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 SVU (1).jpg|thumb|none|600px|The SVU Dragunov atop a desert rooftop.]]&lt;br /&gt;
[[File:BFBC2 SVU (2).jpg|thumb|none|600px|Aiming with the SVU's default PSO-1 optic.]]&lt;br /&gt;
[[File:BFBC2 SVU (3).jpg|thumb|none|600px|Reloading the ten-round SVD magazine.]]&lt;br /&gt;
[[File:BFBC2 SVU (4).jpg|thumb|none|600px|About to pull the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
The [[VSS Vintorez]], in-game identified as the &amp;quot;VSS Snaiperskaya Special&amp;quot; (rather redundant, as VSS stands for &amp;quot;Vintovka Snaiperskaya Spetsialnaya&amp;quot; or Special Sniper Rifle. Essentially, the game identifies it as a Special Sniper Rifle Sniper Special.) Modeled with 10-round magazine, but carries 20. Fires full auto only, while the real VSS is select-fire. The VSS is the second-to-last unlock in MP, at 26,000 Recon points.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|401px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[Image:BFBC2-VSS.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 VSS (1).jpg|thumb|none|600px|The VSS rifle in-game.]]&lt;br /&gt;
[[File:BFBC2 VSS (2).jpg|thumb|none|600px|It's PSO-1 features the same rather odd reticle from the first game.]]&lt;br /&gt;
[[File:BFBC2 VSS (3).jpg|thumb|none|600px|Reloading the Vintorez.]]&lt;br /&gt;
[[File:BFBC2 VSS (4).jpg|thumb|none|600px|About to cycle the action.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
Available to the Medic class.&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG36]] returns from the prior game, but only appears in MP as a late Medic unlock at 42,000 points. It's aimed using the Export version's 1.5x reflex sight, usable even without the Red Dot specialization. Using the 4x Scope spec. with this give the default optic some zoom. Before a patch that was released a few months after the game's release this weapon was basically unusable in Hardcore mode, as the sight's aiming dot was bugged (did not show up) in that mode. Apparently, it was accidentally considered a HUD item that shouldn't be displayed (Hardcore features a minimalistic HUD) in that mode.&lt;br /&gt;
[[Image:MG36.jpg|thumb|none|600px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2-MG36.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 MG36 (1).jpg|thumb|none|600px|The MG36 in multiplayer. Note the scope lacks the green lens from the last game.]]&lt;br /&gt;
[[File:BFBC2 MG36 (2).jpg|thumb|none|600px|However, the red sight now lacks magnification by default.]]&lt;br /&gt;
[[File:BFBC2 MG36 (3).jpg|thumb|none|600px|Firing the MG36.]]&lt;br /&gt;
[[File:BFBC2 MG36 (4).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFBC2 MG36 (5).jpg|thumb|none|600px|Working the action.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle ===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] is called the &amp;quot;XM8 LMG&amp;quot; in the game. Has the same magazine as the MG36. The in-game description incorrectly states it comes with a built-in scope, when in fact it will only have a scope if one is equipped by the player as an attachment. It unlocks for the Medic class at 42,000 points.&lt;br /&gt;
[[Image:XM8 LMG.jpg|thumb|none|350px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2-XM8MG.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 XM8AR (1).jpg|thumb|none|600px|The XM8 Automatic Rifle out in the Oasis harbor area.]]&lt;br /&gt;
[[File:BFBC2 XM8AR (2).jpg|thumb|none|600px|Reloading with a C-Mag. Note that the actual charging handle tip disappears during the reload animation, oddly.]]&lt;br /&gt;
[[File:BFBC2 XM8AR (3).jpg|thumb|none|600px|Pulling the charging handle-less operating rod.]]&lt;br /&gt;
[[File:BFBC2 XM8AR (4).jpg|thumb|none|600px|After a few frames, it appears to pop back into place, correctly under tension.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] is called the &amp;quot;M60 LMG&amp;quot; in the game. Has a 100 round belt. Functions as Sweetwater's new signature gun in campaign mode, replacing his original M249. It can be found in the Sangre Del Toro mission, and is unlocked at 25,000 Medic score in MP.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|400px|M60 - 7.62x51mm]]&lt;br /&gt;
[[Image:BFBC2-M60.jpg|thumb|none|600px|Note that M60 is a medium machine gun, not light machine gun (LMG)]]&lt;br /&gt;
[[Image:BC2_M60.jpg|thumb|none|601px|Terrence Sweetwater wielding his M60, alongside Preston Marlowe and and the rest of the squad with XM8/XM320 combos.]]&lt;br /&gt;
[[File:BFBC2 M60 (1).jpg|thumb|none|600px|The M60 as seen in the Force Multiplier mission.]]&lt;br /&gt;
[[File:BFBC2 M60 (2).jpg|thumb|none|600px|The M60's iron sights - all but the front post is blurred out, a nice detail.]]&lt;br /&gt;
[[File:BFBC2 M60 (3).jpg|thumb|none|600px|Handing a belt box during the reload.]]&lt;br /&gt;
[[File:BFBC2 M60 (4).jpg|thumb|none|600px|Feeding in the 7.62 links.]]&lt;br /&gt;
[[File:BFBC2 M60 (5).jpg|thumb|none|600px|Knocking the top cover closed.]]&lt;br /&gt;
[[File:BFBC2 M60 Melee.jpg|thumb|none|600px|Sweetwater bludgeons an enemy soldier with his M60 after disembarking Flynn's UH-60 in Crack the Sky.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW Paratrooper===&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 SAW Paratrooper]] is called the &amp;quot;M249 SAW&amp;quot; in the game and only appears in Multiplayer, as first LMG unlock for medics at 3,300 score. Has a 200 round belt. As in the previous game, it has an M249-E2 heat shield.&lt;br /&gt;
[[Image:M249ParaModel.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2-M249.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 M249 (1).jpg|thumb|none|600px|Observing a miniature Patriot missile battery with the M249 Para.]]&lt;br /&gt;
[[File:BFBC2 M249 (2).jpg|thumb|none|600px|The SAW's iron sights.]]&lt;br /&gt;
[[File:BFBC2 M249 (3).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:BFBC2 M249 (4).jpg|thumb|none|600px|Feeding in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFBC2 M249 (5).jpg|thumb|none|600px|And closing the top cover, which appears to be completely black on the bottom.]]&lt;br /&gt;
&lt;br /&gt;
===MG3===&lt;br /&gt;
The modernized MG42 rebranded as the [[MG3]] returns from the previous game. It has a 100 round belt and the highest rate of fire of any of the machine guns. It can be first acquired in the Heart of Darkness mission, and appears later on the campaign as used by elite-tier Russian troops. They also use the MG3 in Onslaught mode. It is the final Medic unlock, at 52,000 points.&lt;br /&gt;
[[Image:MG 3.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFBC2-MG3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 MG3 (1).jpg|thumb|none|600px|A Russian Army medic armed with the MG3 machine gun on Laguna Presa.]]&lt;br /&gt;
[[File:BFBC2 MG3 (2).jpg|thumb|none|600px|ADS of the MG3.]]&lt;br /&gt;
[[File:BFBC2 MG3 (3).jpg|thumb|none|600px|Blazing away - the brass rather oddly ejects near the front end of the MG, perhaps due to sharing coding from the F2000.]]&lt;br /&gt;
[[File:BFBC2 MG3 (4).jpg|thumb|none|600px|The MG3's reload; it appears to feed 7.62 rounds into a black void.]]&lt;br /&gt;
[[File:BFBC2 MG3 (5).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BFBC2 MG3 SA (1).jpg|thumb|none|600px|Patrolling the Atacama shores with the desert-camo MG3 SA.]]&lt;br /&gt;
[[File:BFBC2 MG3 SA (2).jpg|thumb|none|600px|The temperate colored MG3 SA with an ACOG scope.]]&lt;br /&gt;
[[File:BFBC2 MG3 SA (3).jpg|thumb|none|600px|Looking at the Navy submarine pens across Nelson Bay with the arctic MG3 SA.]]&lt;br /&gt;
&lt;br /&gt;
===PKM===&lt;br /&gt;
The [[PKM]] is called the &amp;quot;PKM LMG&amp;quot; in the game. This is the starting weapon for medics in multiplayer. Has a 100 round belt.&lt;br /&gt;
[[file:HungarianPKM.jpg|thumb|350px|none|PKM - 7.62x54mm R]]&lt;br /&gt;
[[Image:BFBC2-PKM.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:BFBC2Game PKM holding.jpg|thumb|none|600px|The PKM being held.]]&lt;br /&gt;
[[file:BFBC2Game PKM aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:BFBC2Game PKM reloading 1.jpg|thumb|none|600px|Unlike most of the other machine guns, the internals are fairly modeled on the inside during the reload.]]&lt;br /&gt;
[[file:BFBC2Game PKM reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88===&lt;br /&gt;
The [[QJY-88]] is called the &amp;quot;Type-88 LMG&amp;quot; in the game. Has a 200 round belt. It is the standard LMG used by the Russian forces and South American militia in the campaign. The QJY-88 is unlocked at 8,600 Medic points in Multiplayer.&lt;br /&gt;
[[Image:type88gpmg2.jpg|thumb|none|400px|QJY 88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BFBC2-QJY88.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 QJY-88 (1).jpg|thumb|none|600px|Overlooking the Valparaiso coast with the QJY-88.]]&lt;br /&gt;
[[File:BFBC2 QJY-88 (2).jpg|thumb|none|600px|Aiming the QJY-88.]]&lt;br /&gt;
[[File:BFBC2 QJY-88 (3).jpg|thumb|none|600px|Reloading a 5.8mm belt.]]&lt;br /&gt;
[[File:BFBC2 QJY-88 (4).jpg|thumb|none|600px|And racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
Can be used by any class once unlocked. Can be equipped with extended magazines or loaded with slugs once either are unlocked.&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
Called the &amp;quot;SPAS-12 Combat&amp;quot; in the game - it is found early on in Heart of Darkness, and is unlocked at Rank 18 (Master Sergeant III) in MP. The [[Franchi SPAS-12]] has the same damage statistics as the 870 MCS and NS2000, and operates only in pump-action mode. Judging by its barrel length, it is the compact variant, however it incorrectly holds 8 rounds in singleplayer and in multiplayer (when equipped with the &amp;quot;extended magazine tube&amp;quot; perk). The description states that &amp;quot;it's been in service for over 37 years&amp;quot;; with the real SPAS-12 having entered service in 1979, this suggests that the game is set after 2016.&lt;br /&gt;
[[Image:Franchi12.jpg|thumb|400px|none|Franchi SPAS-12 Compact variant - 12 gauge]]&lt;br /&gt;
[[Image:BFBC2-SPAS12.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 SPAS-12 (1).jpg|thumb|none|600px|Wary of any ''[[Jurassic Park]]'' jokes, Marlowe wields the SPAS-12 near where it can be found initially in the Heart of Darkness level.]]&lt;br /&gt;
[[File:BFBC2 SPAS-12 (2).jpg|thumb|none|600px|ADS of the SPAS.]]&lt;br /&gt;
[[File:BFBC2 SPAS-12 (3).jpg|thumb|none|600px|Loading up a 12 gauge shell. Filling up the magazine tube on the real SPAS-12 requires the user to push down on the carrier latch button, something that the player character never does.]]&lt;br /&gt;
[[File:BFBC2 SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash Saiga 12K===&lt;br /&gt;
The [[Saiga 12K]] from the first game, again incorrectly identified as the 20 gauge Saiga 20K, reappears as the &amp;quot;Saiga 20K Semi&amp;quot;. It has a six shot magazine as standard, increased to twelve with extended mags. It only appears in Multiplayer, and is used by some Russian engineers in Onslaught mode. The Saiga is unlocked early on at Rank 2, Private II. The Saiga 12k correctly holds 6 rounds, however, its magazine visually remains the same when the gun is equipped with the &amp;quot;extended shotgun magazine&amp;quot; perk which raises its ammo capacity to 12 rounds.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:Saiga20k.jpg|thumb|400px|none|Saiga 20K for comparison - 20 gauge]]&lt;br /&gt;
[[Image:BFBC2-S20.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 Saiga (1).jpg|thumb|none|600px|Inspecting a derelict truck with the Saiga shotgun.]]&lt;br /&gt;
[[File:BFBC2 Saiga (2).jpg|thumb|none|600px|The Saiga's ADS state.]]&lt;br /&gt;
[[File:BFBC2 Saiga (3).jpg|thumb|none|600px|The Saiga being reloaded. Note the slightly short green 12 gauge shell.]]&lt;br /&gt;
[[File:BFBC2 Saiga (4).jpg|thumb|none|600px|Running the action.]]&lt;br /&gt;
&lt;br /&gt;
===NeoStead 2000===&lt;br /&gt;
Called the &amp;quot;Neostead 2000 Combat&amp;quot; in the game. The [[NeoStead 2000]] has a four shot mag tube as standard, increased to eight with extended mags. Statistically, it is identical to the SPAS-12 and 870 MCS but comes with two advantages: its users cycle it faster than any of the other pump-action shotguns and it is reloaded two shells at a time (regardless if the player reloads it with an odd amount of rounds left in the weapon). It is only in Multiplayer, unlocked at Rank 20, First Sergeant II.&lt;br /&gt;
[[Image:Neostead.jpg|thumb|none|400px|Neostead Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:BFBC2-NS2000.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 NS2000 (1).jpg|thumb|none|600px|The NeoStead in the hands of a Russian Engineer, a certified ''Bad Company'' oddball classic.]]&lt;br /&gt;
[[File:BFBC2 NS2000 (2).jpg|thumb|none|600px|Aiming sans the actual sights.]]&lt;br /&gt;
[[File:BFBC2 NS2000 (3).jpg|thumb|none|600px|Palming in twin shotgun shells on a reload.]]&lt;br /&gt;
[[File:BFBC2 NS2000 (4).jpg|thumb|none|600px|Working the forward pump reveals an untextured black void underneath.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
Called &amp;quot;870 Combat&amp;quot; in the game. The [[Remington 870|Remington 870 MCS]] has a four round tube as standard, eight rounds with extended mags. It is always modeled withe the longer magazine tube. First unlocked shotgun at rank 1, Private I.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870MCS - 12 gauge]]&lt;br /&gt;
[[Image:BFBC2-M870.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 870 (1).jpg|thumb|none|600px|An American soldier stakes his claim on the enemy patio with the Remington 870.]]&lt;br /&gt;
[[File:BFBC2 870 (2.jpg|thumb|none|600px|Aiming in the classic &amp;quot;Battlefield&amp;quot; shotgun style.]]&lt;br /&gt;
[[File:BFBC2 870 (3).jpg|thumb|none|600px|Cycling the pump-action.]]&lt;br /&gt;
[[File:BFBC2 870 (4).jpg|thumb|none|600px|Loading a shell into the 870 MCS.]]&lt;br /&gt;
&lt;br /&gt;
===TOZ-194===&lt;br /&gt;
The [[TOZ-194]] is available in the PS3 and PC beta, but only usable in Single Player in the full game. The shotgun has a capacity of 8 shots, one more round than its real-life counterpart. A version that fires slugs can also be found in singleplayer, although fired slugs seem to ''explode'' on impact, making it quite useful as an accurate &amp;quot;power weapon&amp;quot;. In the game's multiplayer beta, the TOZ-194 would have been available as a usable weapon, but was likely removed due to it having very similar stats to the SPAS-12, NeoStead 200 and M870 MCS.&lt;br /&gt;
[[file:Toz194.jpg|thumb|none|350px|TOZ-194 - 12 gauge]]&lt;br /&gt;
[[file:BFBC2Game TOZ-194 holding.jpg|thumb|none|600px|The TOZ-194 being held. When picked up (either from a weapons box or downed enemy), the shotgun will always have 4 rounds remaining.]]&lt;br /&gt;
[[file:BFBC2Game TOZ-194 aim.jpg|thumb|none|600px|As with other shotguns, the iron sights are not used in-game. Pressing the &amp;quot;aim&amp;quot; button simply increases the zoom.]]&lt;br /&gt;
[[file:BFBC2Game TOZ-194 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:BFBC2Game TOZ-194 reloading 2.jpg|thumb|none|600px|Pumping the TOZ-194.]]&lt;br /&gt;
[[file:BFBC2Game TOZ-194 world.jpg|thumb|none|600px|Third-person view of the weapon.]]&lt;br /&gt;
[[File:BFBC2 TOZ-194 (1).jpg|thumb|none|600px|The explosive effect of the apparent FRAG-12-loaded TOZ found in the Heart of Darkness mission. It also manages to deform the terrain with little craters.]]&lt;br /&gt;
&lt;br /&gt;
===USAS-12===&lt;br /&gt;
Called the &amp;quot;USAS-12 Automatic&amp;quot; in the game. The [[USAS-12]] has same mag capacities as the Saiga-20K. It can occasionally be found on weapon crates in the campaign, and is used by Russian spec-ops soldiers late in the campaign. The USAS is the last unlocked shotgun, at level 21 (First Sergeant III). The USAS-12 is modelled with a 10-round magazine but incorrectly holds 12 in both singleplayer and multiplayer. In the latter however, the USAS will hold 6 rounds at a time when not equipped with the &amp;quot;extended shotgun magazine&amp;quot; perk.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|400px|USAS-12 - 12 gauge]]&lt;br /&gt;
[[Image:BFBC2-USAS12.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 USAS-12 (1).jpg|thumb|none|600px|Breaching into the An-124's cabin in the final mission - to his horror, Marlowe discovers that the crew received complimentary in-flight MG3s.]]&lt;br /&gt;
[[File:BFBC2 USAS-12 (2).jpg|thumb|none|600px|Aiming the USAS during the plane firefight.]]&lt;br /&gt;
[[File:BFBC2 USAS-12 (3).jpg|thumb|none|600px|Letting out a burst of 12 gauge.]]&lt;br /&gt;
[[File:BFBC2 USAS-12 (4).jpg|thumb|none|600px|Marlowe reloads the USAS-12. This is what happens when you unload several 12-round, 12 gauge magazines in rapid succession inside an airplane.]]&lt;br /&gt;
[[File:BFBC2 USAS-12 (5).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenade Launchers==&lt;br /&gt;
All of the Assault kit assault rifles are paired with underbarrel 40mm launchers. HE rounds are used by default; smoke and buckshot loadings can be unlocked and used instead.&lt;br /&gt;
&lt;br /&gt;
On consoles and in the PC campaign mode, there is an animation for unfolding the launchers' sights. For whatever reason, the UBGLs are treated as a separate weapon in the PC version's Multiplayer, and lack this animation. Switching to the 40mm simply plays the equip animation again, with the sights unfolded. Kobra or ACOG sights will also disappear if equipped while using the grenade launcher, but return when switching back to the parent rifle. &lt;br /&gt;
===FN GL-1===&lt;br /&gt;
The GL-1 is mounted on the FN F2000 Tactical. As with its parent weapon, it has either a black or tan finish depending on the terrain.&lt;br /&gt;
[[Image:Fn f2000 3.jpg‎|thumb|none|400px|FN GL-1 40mm grenade launcher mounted to an [[FN F2000]] (5.56x45mm NATO)]]&lt;br /&gt;
[[File:BFBC2 GL-1 (1).jpg|thumb|none|600px|Unfolding the GL-1's right-side sight.]]&lt;br /&gt;
[[File:BFBC2 GL-1 (2).jpg|thumb|none|600px|Observing a destroyed BMD-3 with the F2000/GL-1 combo.]]&lt;br /&gt;
[[File:BFBC2 GL-1 (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the grenade launcher.]]&lt;br /&gt;
[[File:BFBC2 GL-1 (4).jpg|thumb|none|600px|Reloading with a 40mm round.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30===&lt;br /&gt;
The [[GP-30]] grenade launcher is mounted on the AEK-971 and the AN-94.&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 40mm grenade launcher mounted on an [[AK-74]] (5.45x39mm)]]&lt;br /&gt;
[[File:BFBC2 GP-30 (1).jpg|thumb|none|600px|Using the GP-30 slung under the AEK-971.]]&lt;br /&gt;
[[File:BFBC2 GP-30 (2).jpg|thumb|none|600px|ADS of the GP-30.]]&lt;br /&gt;
[[File:BFBC2 GP-30 (3).jpg|thumb|none|600px|It incorrectly reloads with a NATO 40mm round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320|XM320]] grenade launcher is mounted on the XM8.&lt;br /&gt;
[[Image:XM8 with XM320.jpg|thumb|none|400px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a [[Heckler &amp;amp; Koch XM8]] - 5.56x45mm &amp;amp; 40x46mm. Note different trigger guard and trigger.]]&lt;br /&gt;
[[File:BFBC2 XM320 (1).jpg|thumb|none|600px|Activating the XM320 involves unfolding its sights.]]&lt;br /&gt;
[[File:BFBC2 XM320 (2).jpg|thumb|none|600px|Marlowe making use of the XM320.]]&lt;br /&gt;
[[File:BFBC2 XM320 (3).jpg|thumb|none|600px|Aiming without actually using the sights that he took the time to unfold.]]&lt;br /&gt;
[[File:BFBC2 XM320 (4).jpg|thumb|none|600px|Reloading after demolishing a tree - an odd frame occurs here, where some sort of cartridge briefly appears before the spent casing falls out.]]&lt;br /&gt;
[[File:BFBC2 XM320 (5).jpg|thumb|none|600px|The actual falling shell is the correct 40mm casing.]]&lt;br /&gt;
[[File:BFBC2 XM320 (6).jpg|thumb|none|600px|Sliding in a new one, then the tube is smacked closed.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game mounted on the HK416, M16A4, and AUG A3.&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|400px|M203 40mm grenade launcher mounted on an M16A4 (5.56x45mm)]]&lt;br /&gt;
[[File:BFBC2 M16 M203 (1).jpg|thumb|none|600px|The M16 with the M203 activated.]]&lt;br /&gt;
[[File:BFBC2 M16 M203 (2).jpg|thumb|none|600px|Aiming with the HUD crosshair.]]&lt;br /&gt;
[[File:BFBC2 M16 M203 (3).jpg|thumb|none|600px|Reloading - while not very visible here, the character uses his right hand to fire the M203.]]&lt;br /&gt;
[[File:BFBC2 HK416 M203 (1).jpg|thumb|none|600px|Using the 416's M203. Its leaf sight seems to be missing the screw at the base.]]&lt;br /&gt;
[[File:BFBC2 HK416 M203 (2).jpg|thumb|none|600px|The HK416's M203 reload.]]&lt;br /&gt;
[[File:BFBC2 AUG M203 (1).jpg|thumb|none|600px|And lastly, the M203 on the AUG A3 rifle.]]&lt;br /&gt;
[[File:BFBC2 AUG M203 (2).jpg|thumb|none|600px|Loading up the AUG's M203.]]&lt;br /&gt;
&lt;br /&gt;
==Rocket/Missile Launchers==&lt;br /&gt;
Launchers are used by the Engineer role in multiplayer. The Carl Gustav is a selectable primary in the campaign.&lt;br /&gt;
===Carl Gustav M3===&lt;br /&gt;
The [[Carl Gustav recoilless rifle#Carl Gustav M3|Carl Gustav M3]] returns as an Anti-Tank recoilless rifle. In the story, it is used universally by both the South American and Russian forces despite the presence of the RPG-7 on AT/Engineer character models. In multiplayer, it is unlocked at 8,700 score with the Engineer class. Like the RPG-7, it can be used as a guided rocket launcher in combination with the Tracer Dart Gun.  It is erroneously referred as the M2 model, which is distinguished from the M3 model by its lack of a carrying handle.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[Image:BFBC2-M2CG.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BFBC2 M2 CG (1).jpg|thumb|none|600px|A Russian Engineer shoulders the Carl Gustav out in the town on Oasis.]]&lt;br /&gt;
[[File:BFBC2 M2 CG (2).jpg|thumb|none|600px|The view through the M3's scope.]]&lt;br /&gt;
[[File:BFBC2 M2 CG (3).jpg|thumb|none|600px|Reloading the Carl G - removing the spent shell.]]&lt;br /&gt;
[[File:BFBC2 M2 CG (4).jpg|thumb|none|600px|Inserting a new, terrifyingly black 84mm warhead.]]&lt;br /&gt;
[[File:BFBC2 M2 CG (5).jpg|thumb|none|600px|Closing the Venturi cone. The step of latching the cone is skipped, although it appears to be missing anyway.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Recoilless Rifle===&lt;br /&gt;
In &amp;quot;Operation Aurora&amp;quot;, Japanese soldiers can be seen using the [[M18 Recoilless Rifle]], another idiosyncrasy recycled from ''Battlefield: 1943''. They are unusable by the player.&lt;br /&gt;
[[Image:M18 Recoilless.jpg|none|thumb|none|400px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:BFBC2 M18.jpg|thumb|none|600px|Closeup of a Japanese soldier equipped with the M18 Recoilless Rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The Swedish Army version of the [[M136 AT4]], the Pansarskott m/86, appears only in MP as an unlock at 19,000 Engineer score. It has a fictional built-in tracking system, and is thereby not compatible with the Tracer Dart Gun. The reload animation is the player throwing away the launcher and grabbing a new one from his back. This means that the Engineer can carry up to eight AT4s on their back if the extra explosives perk is chosen.&lt;br /&gt;
[[Image:Pskott86.jpg‎ |thumb|none|400px|The Pansarskott m/86. ]]&lt;br /&gt;
[[Image:BFBC2-AT4.jpg|thumb|none|600px|The m/86 in ''BF:BC2''.]]&lt;br /&gt;
[[File:BFBC2 AT4 (1).jpg|thumb|none|600px|A shouldered Pansarskott m/86 in multiplayer.]]&lt;br /&gt;
[[File:BFBC2 AT4 (2).jpg|thumb|none|600px|The view through the fictional scope.]]&lt;br /&gt;
[[File:BFBC2 AT4 (3).jpg|thumb|none|600px|Firing a rocket and aiming it at the wood shed.]]&lt;br /&gt;
[[File:BFBC2 AT4 (4).jpg|thumb|none|600px|Pulling the safety off another m/86 launcher.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] is the standard Anti-Tank Rocket Launcher used by Engineer class in Multiplayer. It is an unguided direct-fire weapon, but it can somehow also be used as a guided rocket launcher using the Tracer Dart Gun. It is fitted with a PGO-7 scope.&lt;br /&gt;
[[file:Rpg-7-1-.jpg‎|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFBC2-RPG7.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:BFBC2Game RPG-7 holding.jpg|thumb|none|600px|The RPG-7 being held.]]&lt;br /&gt;
[[file:BFBC2Game RPG-7 aim.jpg|thumb|none|600px|Aiming with the PGO-7 scope. Compared to ''Battlefield 2'', the reticle is much closer to the real one. However, the position of the boresight mark is too low and too close to the rangefinder, likely so that players won't get confused and use the rangefinder as a crosshair.]]&lt;br /&gt;
[[file:BFBC2Game RPG-7 reloading 1.jpg|thumb|none|600px|Loading a fresh rocket.]]&lt;br /&gt;
[[file:BFBC2Game RPG-7 reloading 2.jpg|thumb|none|600px|Finishing the reload process.]]&lt;br /&gt;
[[File:BFBC2 RPG-7 Milita.jpg|thumb|none|600px|A South American militant uses the RPG-7 in a cutscene late in the story. He also has the Carl Gustav launcher on his back, as its part of the character model.]]&lt;br /&gt;
&lt;br /&gt;
==Explosives==&lt;br /&gt;
===Dynamite===&lt;br /&gt;
Remote-detonated TNT sticks are available briefly at the end of Operation Aurora.&lt;br /&gt;
[[file:BFBC2Game dynamite.jpg|thumb|none|600px|Dynamite in-game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The same [[Mills Bomb]]/[[M67 frag grenade]] hybrid that appeared as the &amp;quot;HG-2&amp;quot; in the original ''Bad Company'' returns, although it is no longer treated as its own piece of equipment unique to certain kits and is instead usable by all kits (and by default in the campaign). It just has the generic designation of &amp;quot;Frag Grenade&amp;quot; in-game.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFBC2 Mills (1).jpg|thumb|none|600px|Preston pulls the signature Bad Company smiley pin on the hybrid grenade. This animation plays extremely fast, the pin is just barely visible for a split-second.]]&lt;br /&gt;
[[File:BFBC2 Mills (2).jpg|thumb|none|600px|The Mills body just in mid-air, it is actually missing the fuse assembly, which is a correct detail. Thrown grenades also leave something of a smoke trail when thrown.]]&lt;br /&gt;
[[File:BFBC2 Mills (3).jpg|thumb|none|600px|Taking a rather inadvisable gander at a live grenade in the snow.]]&lt;br /&gt;
[[File:BFBC2 Sweetwater FRAGS.jpg|thumb|none|600px|Sweetwater with an HG-2 in the &amp;quot;[https://www.youtube.com/watch?v=K2Qpui1hYBw&amp;amp;ab_channel=ElectronicArts '''Friends Really Against Grenade Spam''']&amp;quot; video, which was a response to an infamous ''Modern Warfare 2'' PSA video.]]&lt;br /&gt;
&lt;br /&gt;
===M112 C4 Demolition Pack===&lt;br /&gt;
C4 bundles return from the prior game, and can be found in a few story missions. In MP, they are available to the Assault class if primary weapon other than an assault rifle is selected, and are in the Recon class.&lt;br /&gt;
[[File:M112.jpg|thumb|400px|none|M112 C4 demolition charge]]&lt;br /&gt;
[[File:BFBC2 C4.jpg|thumb|none|600px|Haggard setting up some M112 charges at the end of the game.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50 Anti-Personnel Mine===&lt;br /&gt;
The same enlarged [[TS-50 anti-personnel mine]] is available to the Engineer kit as the &amp;quot;AT Mine,&amp;quot; and is an alternate option to the rocket launchers.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|300px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFBC2 TS-50.jpg|thumb|none|600px|The TS-50 in hand and deployed in Multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
The [[AT-14 Spriggan]] (Russian designation 9M133 ''Kornet'') is the standard ATGM for the Russian Army.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG‎|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFBC2 9M133.jpg|thumb|none|600px|A 9M133 Kornet in the Russian base on Atacama Desert.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
[[Bofors 40mm]] cannons can be found in the first level.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:BFBC2Game canon 1.jpg|thumb|none|600px|The Bofors 40mm in-game.]]&lt;br /&gt;
[[file:BFBC2Game canon 2.jpg|thumb|none|600px|Left side view.]]&lt;br /&gt;
[[file:BFBC2Game canon 3.jpg|thumb|none|600px|Another view of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]]s are used the antitank missile for the US Army. They appear mostly in multiplayer as static emplacements. Some of the Humvees in High Value Target sport TOW turrets. The only usable appearance of the TOW Humvee is on Atacama Desert in the console-only Onslaught mode. &lt;br /&gt;
It is also usable on the M2A3 Bradley with the &amp;quot;V ALT W&amp;quot; specialization.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod 152mm]]&lt;br /&gt;
[[File:BFBC2 TOW (1).jpg|thumb|none|600px|The M220 TOW system in the US deployment on Atacama Desert.]]&lt;br /&gt;
[[File:BFBC2 TOW (2).jpg|thumb|none|600px|Using the TOW launcher.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M1919===&lt;br /&gt;
The [[Browning M1919]] only (and incorrectly) appears in the first level as a mounted machine gun used by the Japanese.&lt;br /&gt;
[[file:BrowningM37MG.jpg|thumb|none|350px|A variant of the Browning M1919 developed during World War 2, this model is designated the M37, with the ability to feed from either the left or the right of the weapon - 30-06. This example is shown without a tripod, only the pintle mount. This is the MOST likely .30 cal machine gun to be seen firing from armored vehicles.]]&lt;br /&gt;
[[file:BFBC2Game Browning M1919 2.jpg|thumb|none|600px|The Browning M1919 in use.]]&lt;br /&gt;
[[file:BFBC2Game Browning M1919 3.jpg|thumb|none|600px|Increased zoom.]]&lt;br /&gt;
[[file:BFBC2Game Browning M1919 1.jpg|thumb|none|600px|Third-person view of the Browning M1919.]]&lt;br /&gt;
&lt;br /&gt;
=== Browning M2 ===&lt;br /&gt;
The [[Browning M2]] is mounted on top of the American M1A2 Abrams, in a CROWS system. It only appears on the Abrams; the Bradley appears to use a RWS version of the XM312.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Tank BFBC2.png|thumb|none|600px|Promotional image of the M1A2 firing all of its guns.]]&lt;br /&gt;
[[File:BFBC2 M2HB.jpg|thumb|none|600px|The Browning M2 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Bushmaster M242 chaingun===&lt;br /&gt;
M2A3 Bradleys feature [[M242 Bushmaster chaingun]] as their primary armament in multiplayer.&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|400px|none|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:BFBC2 M242 (1).jpg|thumb|none|600px|A closeup of the Bradley's turret.]]&lt;br /&gt;
[[File:BFBC2 M242 (2).jpg|thumb|none|600px|The Bushmaster gun as seen from the gunner's view.]]&lt;br /&gt;
&lt;br /&gt;
===FN M240C===&lt;br /&gt;
The [[M240C]] is coaxial mounted on the M1A2 Abrams MBT and usable by the &amp;quot;V ALT W&amp;quot; specialization. It is also present on the M2 Bradley, but not usable as its TOW tubes are used instead with that specialization.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFBC2 M242 (1).jpg|thumb|none|600px|The exposed M240C as seen on the Bradley.]]&lt;br /&gt;
&lt;br /&gt;
===GAU-8/A Avenger===&lt;br /&gt;
US Air Force A-10s appear briefly in ''Bad Company 2'', namely at the end of Heavy Metal when Marlowe has to call in airstrikes on an occupied town, and some MP levels such as Arica Harbor. In all instances, they are shown firing their [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFBC2 A-10.jpg|thumb|none|600px|Promotional image of the A-10s firing over Arica Harbor. Note the models have the same textures from ''[[Battlefield 2]]''.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The South African Mi-24 &amp;quot;Super Hind&amp;quot; returns from the previous game, equipped with the [[GIAT M693]].&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFBC2 Mi-24 M693.jpg|thumb|none|600px|Business end of the Super Hind's GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
Russian Air Force/VVS Su-25 attack jets armed with the [[Gryazev-Shipunov GSh-30-2]] appear rarely on certain MP levels, namely in some of the victory cutscenes for the Russian faction.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 with unfired rounds - 30x165mm]]&lt;br /&gt;
[[File:BFBC2 Su-25.jpg|thumb|none|600px|Promotional image of Su-25s and a Mi-28 over the Atacama Desert. The afterburner effect is incorrect as the Su-25 lacks them and is a sub-sonic aircraft.]]&lt;br /&gt;
&lt;br /&gt;
===Kord heavy machine gun===&lt;br /&gt;
The [[Kord heavy machine gun|Kord]] is mounted on stationary turrets, GAZ-3937 Vodniks, and the Otokar Cobra truck.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFBC2 Kord (1).jpg|thumb|none|600px|A Kord HMG as seen on the Cobra transport.]]&lt;br /&gt;
[[File:BFBC2 Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFBC2 Kord (3).jpg|thumb|none|600px|Firing, which shows the left side cover popping open and spent shells flying out.]]&lt;br /&gt;
&lt;br /&gt;
===M134 Minigun===&lt;br /&gt;
The [[M134 Minigun]] is mounted on UH-60 Black Hawks.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm]]&lt;br /&gt;
[[File:BFBC2 M134 (1).jpg|thumb|none|600px|Preston manning a M134 at the start of the Crack the Sky mission.]]&lt;br /&gt;
[[File:BFBC2 M134 (2).jpg|thumb|none|600px|Looking at Russian positions from behind the M134.]]&lt;br /&gt;
[[File:BFBC2 M134 (3).jpg|thumb|none|600px|Opening fire with the minigun. It features quite a bit of spool-time, whereas real M134s fire instantaneously.]]&lt;br /&gt;
[[File:BFBC2 M134 (4).jpg|thumb|none|600px|Front view of Flynn's UH-60 at the end of No One Gets Left Behind. Here it also sports what appears to be SUU-12/A gunpods with Browning machine guns.]]&lt;br /&gt;
[[File:BFBC2 M134 (5).jpg|thumb|none|600px|A closeup of a M134 on a landed Blawkhawk in Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===M167 VADS===&lt;br /&gt;
The [[M61 Vulcan|M167 VADS]] was introduced in a June 8th update, appearing in the multiplayer stats section and added in the Map Pack 4 levels, Atacama Desert Rush and Port Valdez Conquest. A cut &amp;quot;ACV-S&amp;quot; M113 that mounted the VADS was supposed to appear as the US Army's AA vehicle, but the only trace left is a menu entry picture in the game files and in the image for the vehicle perks shortcut upgrade in the game store.&lt;br /&gt;
USMC F/A-18A Hornets (which carry a [[M61A1 Vulcan]]) from ''[[Battlefield 2]]'' appear in the story and in some scripted scenarios in Multiplayer.&lt;br /&gt;
[[File:M167-Vulcan.jpg|thumb|none|450px|M167A2 VADS (Vulcan Air Defense System) - 20x102mm HEIT-SD]]&lt;br /&gt;
[[File:BFBC2 M167 VADS (1).jpg|thumb|none|600px|A VADS atop a portable building at the first firebase on Atacama Desert Rush.]]&lt;br /&gt;
[[File:BFBC2 M167 VADS (2).jpg|thumb|none|600px|The VADS' left side.]]&lt;br /&gt;
[[File:BFBC2 FA-18.jpg|thumb|none|600px|Marlowe watching a Hornet perform an airstrike in High Value Target.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
AH-64 Apaches return as the US Army's attack helicopter, with the [[M230 Chain Gun]] as the gunner's main armament.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFBC2 M230.jpg|thumb|none|600px|The M230 under an AH-64.]]&lt;br /&gt;
&lt;br /&gt;
===QLZ-87===&lt;br /&gt;
The emplaced version of the [[QLZ-87]] was originally found only in the single player game. In an update on the 8th of June, it was added to the multiplayer stats section, and was added to multiplayer proper with the Onslaught DLC, where it appeared on the Atacama Desert and Isla Inocentes maps.&lt;br /&gt;
[[File:QLZ87Heavy.jpg|thumb|none|400px|QLZ-87 - 35mm]]&lt;br /&gt;
[[File:BFBC2 QLZ-87 (1).jpg|thumb|none|600px|A QLZ-87 found in the Crack the Sky mission.]]&lt;br /&gt;
[[File:BFBC2 QLZ-87 (2).jpg|thumb|none|600px|Using the QLZ.]]&lt;br /&gt;
&lt;br /&gt;
===PKT===&lt;br /&gt;
The [[PK Machine Gun|PKT]] is coaxial mounted on the T-90 MBT.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
Russian BMD-3s and the Mil Mi-28N Havoc have [[Shipunov 2A42]] autocannons.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|500px|none|Shipunov 2A42 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BFBC2 2A42 (1).jpg|thumb|none|600px|The Shipunov gun on the Mi-28N.]]&lt;br /&gt;
[[File:BFBC2 2A42 (2).jpg|thumb|none|600px|And a look at the BMD-3's autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Type 97 Aircraft Machine Gun===&lt;br /&gt;
Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters are armed with [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]]s.&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[Image:BFBC2-T97Air.jpg|thumb|none|600px|One muzzle of machine guns seen in the Zero's nose.]]&lt;br /&gt;
&lt;br /&gt;
===Type 97 light machine gun===&lt;br /&gt;
The [[Type 97 light machine gun]] is mounted in Japanese Type 97 Chi-Ha tanks.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun 7.7x58mm Arisaka]]&lt;br /&gt;
[[Image:BFBC2-T97tank.jpg|thumb|none|600px|The tank with the mounted Type 97 LMG.]]&lt;br /&gt;
&lt;br /&gt;
===Type 99 Cannon===&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:BFBC2-T99c.jpg|thumb|none|600px|Wyatt looks at a destroyed A6M fighter's Type 99 cannon.]]&lt;br /&gt;
&lt;br /&gt;
===XM307 ACSW===&lt;br /&gt;
The [[XM307 ACSW]] is found mounted on the CAV and a pair are mounted on the Patrol Boat. In an update on the 8th of June, the standalone XM307 has been added to the multiplayer stats section, and has been added to the game in Map Pack 4. In the stats section it is incorrectly named an XM306, but in the killfeed it says XM307 like it should.&lt;br /&gt;
[[Image:Xm30750cal.jpg|thumb|none|400px|XM307 ACSW - 25x59mm HEAB]]&lt;br /&gt;
[[File:BFBC2 XM307 (1).jpg|thumb|none|600px|Getting a look at the XM307 mounted atop the CAV used in the Sangre Del Toro mission.]]&lt;br /&gt;
[[File:BFBC2 XM307 (2).jpg|thumb|none|600px|Later in in that mission, Preston can somehow use it ''[[Crysis]]'' style during the solo sequence.]]&lt;br /&gt;
[[File:BFBC2 XM307 (3).jpg|thumb|none|600px|Manning a boat-mounted XM307 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===XM312===&lt;br /&gt;
The [[XM312]] is mounted on Humvees, CAVs, and stationary turrets. &lt;br /&gt;
[[Image:XM312hmg.jpg|thumb|none|400px|XM312 - .50 BMG]]&lt;br /&gt;
[[File:BFBC2 XM312 (1).jpg|thumb|none|600px|The General Dynamics guns as seen on a CAV during the satellite chase sequence in Crack the Sky.]]&lt;br /&gt;
[[File:BFBC2 XM312 (2).jpg|thumb|none|600px|Preston using a XM312 during the Humvee ride during High Value Target.]]&lt;br /&gt;
[[File:BFBC2 XM312 (3).jpg|thumb|none|600px|Firing the XM312.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
The [[ZU-23-2]] is used as the standard AA emplacement throughout the game. It mostly appears in the Heavy Metal and High Value Target missions in the campaign, and in several multiplayer levels. The Russian Forces have a BMD-3 with a ZU-23 turret as their unique AA vehicle in a few scenarios. &lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:BFBC2 ZU-23 (1).jpg|thumb|none|600px|A ZU-23 turret in the Atacama Desert map.]]&lt;br /&gt;
[[File:BFBC2 ZU-23 (2).jpg|thumb|none|600px|Firing a burst from the ZU-23.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Colt M4A1===&lt;br /&gt;
The [[Colt M4A1|M4A1 Carbine]] is seen being held by the soldier on the box art and in the main menu background, but is not in the game.&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|400px|Colt M4A1 Carbine with M68 Aimpoint reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC2.jpg|thumb|250px|none]]&lt;br /&gt;
&lt;br /&gt;
===Orion Flare Gun===&lt;br /&gt;
A 12 gauge [[Orion Flare Gun]] is worn by the Russian Recon class, though, it is unusable in gameplay.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|450px|none|Orion flare gun - 12 gauge]]&lt;br /&gt;
[[File:BFBC2 OrionFlareClass.jpg|thumb|600px|none|Render of the Russian Army Recon class, flare gun present on chest.]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield: Bad Company 2: Vietnam=&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] makes a return in the expansion. Performs exactly as in the original game.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|400px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:BBC2V-M1911.jpg|thumb|none|600px|Stats of the M1911A1.]]&lt;br /&gt;
[[File:BC2VN M1911A1 (1).jpg|thumb|none|600px|thumb|none|The M1911A1 in game.]]&lt;br /&gt;
[[File:BC2VN M1911A1 (2).jpg|thumb|none|600px|thumb|none|Aiming the pistol.]]&lt;br /&gt;
[[File:BC2VN M1911A1 (3).jpg|thumb|none|600px|thumb|none|Reloading. Inserting a fresh magazine.]]&lt;br /&gt;
[[File:BC2VN M1911A1 (4).jpg|thumb|none|600px|thumb|none|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
===TT-33===&lt;br /&gt;
The [[Tokarev TT-33 Pistol]] is the second available sidearm in the expansion. It incorrectly holds 12 rounds and has the same stats as the Beretta M9 in the base game.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|400px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[Image:BBC2V-TT33-1.jpg|thumb|none|600px|Stats of the TT-33.]]&lt;br /&gt;
[[File:BC2VN TT-33 (1).jpg|thumb|none|600px|thumb|none|The Tokarev in the hands of a NVA soldier in &amp;quot;Operation Hastings.&amp;quot;]]&lt;br /&gt;
[[File:BC2VN TT-33 (2).jpg|thumb|none|600px|thumb|none|Aiming. Note the uncocked hammer and the front sight post is rather high.]]&lt;br /&gt;
[[File:BC2VN TT-33 (3).jpg|thumb|none|600px|thumb|none|Reloading the TT-33 with an empty magazine. Note the awkward weapon proportions in which it appears to be oversized.]]&lt;br /&gt;
[[File:BC2VN TT-33 (4).jpg|thumb|none|600px|thumb|none|Reloading. Pulling the slide back.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] makes a return in the expansion. This time it appears without a suppressor.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377651photo_1292995608battlefield_bad_company_2.jpg|thumb|none|600px|Uzi stat card.]]&lt;br /&gt;
[[File:BC2VN Uzi (1).jpg|thumb|none|600px|thumb|none|The IMI Uzi in Vietnam, fresh out of the Six-Day War. Note the closed bolt.]]&lt;br /&gt;
[[File:BC2VN Uzi (2).jpg|thumb|none|600px|thumb|none|Finally some aligned iron sights! Too bad they are the rather infamously cluttered Uzi sights though.]]&lt;br /&gt;
[[File:BC2VN Uzi (3).jpg|thumb|none|600px|thumb|none|Firing, showing off the cycling action and ejecting casings.]]&lt;br /&gt;
[[File:BC2VN Uzi (4).jpg|thumb|none|600px|thumb|none|Sliding in a fresh magazine into the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Ingram MAC-10===&lt;br /&gt;
The [[MAC-10]] appears as &amp;quot;M10&amp;quot; in the game and has a unrealistic 40-round magazine capacity, due to it being a re-skin of the PP2000 from the base game.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377661photo_1292995623battlefield_bad_company_2.jpg|thumb|none|600px|MAC-10 stat page entry.]]&lt;br /&gt;
[[File:BC2VN MAC-10 (1).jpg|thumb|none|600px|thumb|none|An American engineer takes in the scenery, armed with a MAC.]]&lt;br /&gt;
[[File:BC2VN MAC-10 (2).jpg|thumb|none|600px|thumb|none|He is also lacking in the sight alignment department. Not that it really matters with an Ingram. Note the kill marks and peace sign etched into the backplate.]]&lt;br /&gt;
[[File:BC2VN MAC-10 (3).jpg|thumb|none|600px|thumb|none|Reloading the stick magazine. As it reuses the PP2000's animations, it's still dumped out by a nonexistent button release.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
The [[M1928A1 Thompson]] is also present as an all kit, WWII vintage weapon in the game. It functions the same as well, save for looking a little worse-for-wear.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|450px|M1928A1 Thompson with 30-round magazine - .45 ACP. This specimen has the sling swivel relocated to the top of the stock, a modification often made to Thompsons in British service.]]&lt;br /&gt;
[[File:BC2VN Thompson (1).jpg|thumb|none|600px|An American soldier patrols through &amp;quot;Cao Son Temple&amp;quot; with his M1928A1.]]&lt;br /&gt;
[[File:BC2VN Thompson (2).jpg|thumb|none|600px|Aiming the Thompson.]]&lt;br /&gt;
[[File:BC2VN Thompson (3).jpg|thumb|none|600px|The reload animation has the bolt pulled  back and a casing ejected.]]&lt;br /&gt;
[[File:BC2VN Thompson (4).jpg|thumb|none|600px|Attempting to rock in the magazine, AK-style.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41===&lt;br /&gt;
The [[PPSh-41]] is available to the Engineer class. Called &amp;quot;PPSh&amp;quot; in the game. Despite being modeled with a 71-round drum magazine, the in-game weapon is a re-skin of the UMP45 from the base game, and thus has a paltry 25-round magazine capacity, and slow rate of fire but deals a decent amount of damage per shot.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377631photo_1292995572battlefield_bad_company_2.jpg|thumb|none|600px|PPSh-41 stats entry. Note the missing magazine release lever. It is also incorrectly referred to as a machine pistol.]]&lt;br /&gt;
[[File:BC2VN PPSh-41 (1).jpg|thumb|none|600px|thumb|none|An NVA engineer guards the battered ensign of North Vietnam, PPSh-41 in hand.]]&lt;br /&gt;
[[File:BC2VN PPSh-41 (2).jpg|thumb|none|600px|thumb|none|He's yet to figure out aligning the iron sights.]]&lt;br /&gt;
[[File:BC2VN PPSh-41 (3).jpg|thumb|none|600px|thumb|none|And how to depict cartridges in the underloaded drum. He's still on the winning side though. Note the bolt is also closed, and the mag release is AWOL.]]&lt;br /&gt;
&lt;br /&gt;
==Assault Rifles / Battle Rifles==&lt;br /&gt;
===AK-47===&lt;br /&gt;
The [[AK-47]] appears in the expansion as an other usable assault rifle. It is very popular in the game due to its high damage and moderate accuracy. The model appears to be derived from the AK that appears in [[Medal of Honor (2010)]]'s multiplayer.&lt;br /&gt;
[[Image:TypeIII_AK47.jpg|thumb|none|500px|Izhmash AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377601photo_1292995478battlefield_bad_company_2.jpg|thumb|none|600px|AK-47 stat card. Note that the cloth wrapped around the receiver would cause issues with the charging-handle's reciprocation and covers the safety lever.]]&lt;br /&gt;
[[File:BC2VN AK-47 (1).jpg|thumb|none|600px|thumb|none|The AK-47 in game. It is a bit of a hybrid model, using the AKM's stamped reciever and style of rear trunnion.]]&lt;br /&gt;
[[File:BC2VN AK-47 (2).jpg|thumb|none|600px|thumb|none|As with many games, the sight picture is a bit misaligned - the front post is too high.]]&lt;br /&gt;
[[File:BC2VN AK-47 (3).jpg|thumb|none|600px|thumb|none|Reloading the AK with some actual cartridges (that suspiciously look like .223 Rem. rounds). Note the hammer and sickle icon.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 715===&lt;br /&gt;
The [[Colt Model 715]] is issued to the Assault Kit. It can be identified by the brass deflector and modern forward assist. It has been modeled with a three prong flash hider and a triangular handguard. A similar configuration can be seen in the film [[Operation Dumbo Drop]]. It is called [[M16A1]] in-game. Has the highest rate of fire but the slowest reload animation among the assault rifles (though the charging handle animation can be canceled). It also has a 30-round capacity despite being modeled with a Vietnam-era 20-round magazine.&lt;br /&gt;
[[Image:Colt715 C7Rifle.jpg|thumb|none|500px|Colt Model 715 - 5.56x45mm]]&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|500px|M16A1 with 20 round magazine for comparison - 5.56x45mm]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377591photo_1292995457battlefield_bad_company_2.jpg|thumb|none|600px|The &amp;quot;M16A1&amp;quot; stat entry. It's missing bayonet lugs on the front sight.]]&lt;br /&gt;
[[File:BC2VN M16A1 (1).jpg|thumb|none|600px|thumb|none|The &amp;quot;M16A1&amp;quot; in the central hill of &amp;quot;Vantage Point.&amp;quot;]]&lt;br /&gt;
[[File:BC2VN M16A1 (2).jpg|thumb|none|600px|thumb|none|Aiming the M16. Unlike the base game, the ''Vietnam'' expansion does not blur out the area of a sight picture that should be out of focus.]]&lt;br /&gt;
[[File:BC2VN M16A1 (3).jpg|thumb|none|600px|thumb|none|Reloading the 20-rounder magazine that holds 30 by game magic.]]&lt;br /&gt;
[[File:BC2VN M16A1 (4).jpg|thumb|none|600px|thumb|none|Pulling the charging handle. Note the dust cover is actually permanently down, unlike the base game's AR derivatives.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The bonus WWII-era [[M1 Garand]] from the base game is also available in the ''Vietnam'' expansion. It is an all kit weapon and functions much the same.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:BC2VN M1 Garand (1).jpg|thumb|none|600px|The M1 Garand in the marketplace in &amp;quot;Cao Son Temple.&amp;quot;]]&lt;br /&gt;
[[File:BC2VN M1 Garand (2).jpg|thumb|none|600px|Per most games, the rear sight aperture is more of a ghost ring to reduce clutter. Note the &amp;quot;CAL 30MM&amp;quot; rollmarks!]]&lt;br /&gt;
[[File:BC2VN M1 Garand (3).jpg|thumb|none|600px|Ejecting a spent clip. Note that it weirdly is always shown with two unfired rounds in it, whether it is being loaded into the rifle or ejected on a reload.]]&lt;br /&gt;
[[File:BC2VN M1 Garand (4).jpg|thumb|none|600px|Pushing in a new en-bloc clip of only two rounds.]]&lt;br /&gt;
[[File:BC2VN M1 Garand (5).jpg|thumb|none|600px|The bolt handle is given a tap and drives home.]]&lt;br /&gt;
&lt;br /&gt;
===M14===&lt;br /&gt;
Dubbed an assault rifle in-game, the [[M14]] is fully automatic in the expansion, it has the highest damage but the slow rate of fire and a 20-round magazine. Referred to as &amp;quot;M14 Assault&amp;quot;.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|500px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377611photo_1292995507battlefield_bad_company_2.jpg|thumb|none|600px|Stat page of the M14.]]&lt;br /&gt;
[[File:BC2VN M14 (1).jpg|thumb|none|600px|thumb|none|A GI with an M14 in &amp;quot;Hill 137.&amp;quot;]]&lt;br /&gt;
[[File:BC2VN M14 (2).jpg|thumb|none|600px|thumb|none|ADS of the rifle.]]&lt;br /&gt;
[[File:BC2VN M14 (3).jpg|thumb|none|600px|thumb|none|Reloading the box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===M21===&lt;br /&gt;
The [[M21]] sniper rifle is modeled with a 20-round magazine but holds only 10 bullets. It is identical to the SVD Dragunov in stats.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|500px|M21 Sniper Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BBC2V-M21-1.jpg|thumb|none|600px|Stats of the M21 rifle.]]&lt;br /&gt;
[[File:BC2VN M21 (1).jpg|thumb|none|600px|thumb|none|Patrolling the US base in &amp;quot;Phu Bai Valley.&amp;quot; Note the scope has a modern RIS mount.]]&lt;br /&gt;
[[File:BC2VN M21 (2).jpg|thumb|none|600px|thumb|none|Looking at the sky though the M21's scope.]]&lt;br /&gt;
[[File:BC2VN M21 (3).jpg|thumb|none|600px|thumb|none|Reloading the under-loaded magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M40 Sniper Rifle===&lt;br /&gt;
The [[M40 Sniper Rifle]] is the most powerful non-explosive weapon in the game capable of killing anyone in one shot to the head or chest. Its only drawback is the 5-round capacity and slow (bolt-action) rate of fire. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of the internal magazine; this is because it is another weapon model shared between ''Bad Company 2: Vietnam'' and [[Medal of Honor (2010)]], specifically the M24 in ''MoH'''s multiplayer.&lt;br /&gt;
[[File:M40 1.jpg|thumb|none|500px|M40 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|500px|M24 with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BBC2V-M40-1.jpg|600px|thumb|none|The M40's stats.]]&lt;br /&gt;
[[File:BC2VN M40 (1).jpg|thumb|none|600px|thumb|none|The &amp;quot;M40&amp;quot; Sniper Rifle out on &amp;quot;Operation Hastings.&amp;quot;]]&lt;br /&gt;
[[File:BC2VN M40 (2).jpg|thumb|none|600px|thumb|none|The rifle's scope reticle.]]&lt;br /&gt;
[[File:BC2VN M40 (3).jpg|thumb|none|600px|thumb|none|Working the action. A spent casing is never present.]]&lt;br /&gt;
[[File:BC2VN M40 (4).jpg|thumb|none|600px|thumb|none|Note the magazine seems to be a smushed model of the M21's seen below.]]&lt;br /&gt;
&lt;br /&gt;
===NDM-86===&lt;br /&gt;
The [[NDM-86]] is used by the Recon class. Holds 10 rounds and has a stronger default scope than any other sniper rifle in the game. It is incorrectly identified as a [[SVD]] in-game when in-fact it is a NDM-86, a .308 version made in China, using straight magazines. This particular model would be anachronistic, and was probably shared from [[Medal of Honor (2010)]]'s multiplayer.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|500px|NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BBC2V-NDM86-2.jpg|thumb|none|600px|Stats of the &amp;quot;SVD&amp;quot;.]]&lt;br /&gt;
[[File:BC2VN NDM-86 (1).jpg|thumb|none|600px|thumb|none|The NDM-86 in game.]]&lt;br /&gt;
[[File:BC2VN NDM-86 (2).jpg|thumb|none|600px|thumb|none|Aiming through the PSO-1 scope.]]&lt;br /&gt;
[[File:BC2VN NDM-86 (3).jpg|thumb|none|600px|thumb|none|Reloading. The magazine has cartridges modeled in it, though they are a bit low.]]&lt;br /&gt;
&lt;br /&gt;
==Shotgun==&lt;br /&gt;
===Remington 870===&lt;br /&gt;
The [[Remington 870 Shotgun]] appears as &amp;quot;870 Combat&amp;quot; an is the only usable shotgun in the expansion. It has wooden furniture and no accessory rails, and does even higher damage at close range than in the base game.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Magnum Riot Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:USMC870.jpg|thumb|none|500px|thumb|none|Remington 870 in USMC configuration - 12 Gauge]]&lt;br /&gt;
[[Image:BBC2V-870-1.jpg|thumb|none|600px|Stats of the Remington 870.]]&lt;br /&gt;
[[File:BC2VN 870 (1).jpg|thumb|none|600px|thumb|none|A US grunt looks for signs of enemy activity, 870 in hand.]]&lt;br /&gt;
[[File:BC2VN 870 (2).jpg|thumb|none|600px|thumb|none|&amp;quot;Aiming&amp;quot; the shotgun.]]&lt;br /&gt;
[[File:BC2VN 870 (3).jpg|thumb|none|600px|thumb|none|Reloading the magazine tube.]]&lt;br /&gt;
[[File:BC2VN 870 (4).jpg|thumb|none|600px|thumb|none|Working the pump action.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] is available to the medic class, and differs only cosmetically from the version found in the base game.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377701photo_1292995724battlefield_bad_company_2.jpg|thumb|none|600px|M60 stat entry.]]&lt;br /&gt;
[[File:BC2VN M60 (1).jpg|thumb|none|600px|thumb|none|A US medic holds his camouflaged M60.]]&lt;br /&gt;
[[File:BC2VN M60 (2).jpg|thumb|none|600px|thumb|none|Looking down the iron sights.]]&lt;br /&gt;
[[File:BC2VN M60 (3).jpg|thumb|none|600px|thumb|none|Reloading the M60's belt box.]]&lt;br /&gt;
[[File:BC2VN M60 (4).jpg|thumb|none|600px|thumb|none|Smacking the receiver cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60D===&lt;br /&gt;
Two [[M60D]] machine guns are mounted on every UH-1 &amp;quot;Huey&amp;quot; helicopter. It is modeled with the lower handguard of the normal M60.&lt;br /&gt;
[[Image:M60d.jpg|thumb|none|500px|M60D - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:HueyM60DMount.jpg|thumb|none|600px|The M60D Machine Gun on the M23 Armament Subsystem]]&lt;br /&gt;
[[File:BC2VN M60D (1).jpg|thumb|none|600px|thumb|none|Right side view of the M60D.]]&lt;br /&gt;
[[File:BC2VN M60D (2).jpg|thumb|none|600px|thumb|none|View of the left side.]]&lt;br /&gt;
[[File:BC2VN M60D (3).jpg|thumb|none|600px|thumb|none|Manning the M60D.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] appears with an incorrect 100-round drum mag (should hold 75 rounds) in the expansion. It has the fastest reload time among the light machine guns. Likely due to reused code from the base game's MG36 or XM8AR, spent brass is seen ejecting to the left side, right through the receiver cover instead of through the ejection port. Due to a bug, the rear sight and bipod are missing on the first person model except during its reload animation.&lt;br /&gt;
[[Image:Rpk_01_drum.jpg|thumb|none|501px|RPK - 7.62x39mm]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377691photo_1292995705battlefield_bad_company_2.jpg|thumb|none|600px|RPK stat entry.]]&lt;br /&gt;
[[File:BC2VN RPK (1).jpg|thumb|none|600px|thumb|none|As with a lot of video game RPKs, the model is the same as the base AK-47 with a longer barrel and appropriate stock.]]&lt;br /&gt;
[[File:BC2VN RPK (2).jpg|thumb|none|600px|thumb|none|Aiming the RPK, without even a rear sight present.]]&lt;br /&gt;
[[File:BC2VN RPK (3).jpg|thumb|none|600px|thumb|none|Changing out the RPK's drum magazine. Note the reappearance of the bipod and rear sight.]]&lt;br /&gt;
[[File:BC2VN RPK (4).jpg|thumb|none|600px|thumb|none|Reloading. Working the action.]]&lt;br /&gt;
&lt;br /&gt;
===Stoner 63===&lt;br /&gt;
The [[Stoner 63]] in the Commando (or Mark 23) configuration is called the &amp;quot;XM22&amp;quot; in the game. The designation is technically incorrect, since XM22 designates the Stoner 63 in the rifle configuration. It feeds from a 100-round belt box that holds 200-round in gameplay. Possibly in order to fit the animations of the M249 from the base game, the Stoner has the Mk. 23 horizontally mounted belt box, but feeds from the left side instead of the right, and retains the Stoner's original side-mounted charging handle instead of the underbarrel one. It also lacks the belt cover that would be attached to the Mk. 23's box holder.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|500px|none|Stoner 63 - 5.56x45mm]]&lt;br /&gt;
[[Image:Draft_lens16760121module142377681photo_1292995682battlefield_bad_company_2.jpg|thumb|none|600px|Stat entry of the Stoner 63.]]&lt;br /&gt;
[[File:BC2VN Stoner 63 (1).jpg|thumb|none|600px|thumb|none|The Stoner 63 in-game.]]&lt;br /&gt;
[[File:BC2VN Stoner 63 (2).jpg|thumb|none|600px|thumb|none|Aiming; the rear sight seems to be missing its rear aperture.]]&lt;br /&gt;
[[File:BC2VN Stoner 63 (3).jpg|thumb|none|600px|thumb|none|Reloading the Stoner 63.]]&lt;br /&gt;
[[File:BC2VN Stoner 63 (4).jpg|thumb|none|600px|thumb|none|Closing the top cover.]]&lt;br /&gt;
[[File:BC2VN Stoner 63 (5).jpg|thumb|none|600px|thumb|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M1919===&lt;br /&gt;
The [[Browning M1919]] is seen mounted on American M151A1 MUTT jeeps &amp;amp; River Patrol Boats.&lt;br /&gt;
[[Image:M1919A4Browning.jpg|thumb|none|500px|Browning M1919 on M2 tripod - .30-06]]&lt;br /&gt;
[[Image:Twin30Cal.jpg|thumb|none|500px|Twin mount Browning M1919 similar to the ones on River Patrol Boats.]]&lt;br /&gt;
[[File:BC2VN M1919 (1).jpg|thumb|none|600px|thumb|none|Holding down a US shoreside base with the M151-mounted Browning. Note the surf boards.]]&lt;br /&gt;
[[File:BC2VN M1919 (2).jpg|thumb|none|600px|thumb|none|The dual boat Brownings.]]&lt;br /&gt;
[[File:BC2VN M1919 (3).jpg|thumb|none|600px|thumb|none|Manning the PBR's M1919s.]]&lt;br /&gt;
[[File:BC2VN M1919 (4).jpg|thumb|none|600px|thumb|none|The PBR's rear mounted machine gun.]]&lt;br /&gt;
[[File:BC2VN M1919 (5).jpg|thumb|none|600px|thumb|none|Using the stern M1919 fitted with an AA sight.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2===&lt;br /&gt;
The [[Browning M2]] appears to be the mounted HMG on the M48 Patton Tank.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:M2BrowningM48Patton.jpg|thumb|none|600px|Browning M2 mounted on M48 Patton.]]&lt;br /&gt;
[[Image:M48Pattonm2Browning.jpg|thumb|none|550px|An close up view of the commander's cupola and the M2 Browning on a real M48 Patton.]]&lt;br /&gt;
[[Image:USMBTM48.jpg|thumb|none|600px|A picture of the in-game M48 Patton where we can clearly see the mounted the M2 Browning.]]&lt;br /&gt;
[[File:BC2VN M2HB (1).jpg|thumb|none|600px|thumb|none|The Browning M2 as seen outside of the tank.]]&lt;br /&gt;
[[File:BC2VN M2HB (2).jpg|thumb|none|600px|thumb|none|Operating the secondary machine gun seat.]]&lt;br /&gt;
&lt;br /&gt;
===MG 34===&lt;br /&gt;
The [[MG34]] is mounted on NVA T54 tanks and GAZ69 trucks. Its use by the Communist Vietnamese forces is actually historically accurate, as they received MG 34s from the USSR and China as aid, and the French also brought many examples into the country during Vietnam's prior war for independence. &lt;br /&gt;
[[Image:Mg-34.jpg|thumb|none|500px|MG 34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BC2VN MG 34 (1).jpg|thumb|none|600px|thumb|none|World view of the GAZ69's MG 34. Note the bolt handle is locked back, and the brown pistol grip.]]&lt;br /&gt;
[[File:BC2VN MG 34 (2).jpg|thumb|none|600px|thumb|none|the MG 34 in first person use. The odd rear sight off the MG 42/MG3 and belt box indicate it was probably modeled from the base game's MG3.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===M79 Grenade Launcher===&lt;br /&gt;
The [[M79 grenade launcher]] is issued as a gadget to the Assault kit. It is the ''Vietnam'' expansion's equivalent of the underbarrel 40mm grenade launchers from the base game. The M79 in-game is decked out in a tiger-stripe paint scheme as seen on a different M79 in ''[[Apocalypse Now]]''. Erroneously, the launcher's reload animation doesn't involve removing the spent 40mm casing, making the weapon's grenades appear to be caseless.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:BBC2V-M79.jpg|thumb|none|600px|Stats of the M79 grenade launcher.]]&lt;br /&gt;
[[File:BC2VN M79 (1).jpg|thumb|none|600px|Equipping the M79. The soldier unfolds the rear sight.]]&lt;br /&gt;
[[File:BC2VN M79 (2).jpg|thumb|none|600px|The M79 has a spiraling tiger stripe pattern on it, featured in the original ''[[Battlefield: Vietnam]]'', and an obvious homage to ''Apocalypse Now''.]]&lt;br /&gt;
[[File:BC2VN M79 (3).jpg|thumb|none|600px|Aiming the grenade launcher.]]&lt;br /&gt;
[[File:BC2VN M79 (4).jpg|thumb|none|600px|Opening up the breech.]]&lt;br /&gt;
[[File:BC2VN M79 (5).jpg|thumb|none|600px|Sending in a new 40mm round with no regard to the case from the previously fired grenade.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
In Battlefield: Bad Company 2: Vietnam, the [[RPG-7]] is issued to the Engineer kit. It now features its standard iron sights but is otherwise similar to the RPG-7 from the base game.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BC2VN RPG-7 (1).jpg|thumb|none|600px|This NVA engineer has taken good care of his RPG, watering it everday to keep its leaves nice and healthy.]]&lt;br /&gt;
[[File:BC2VN RPG-7 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BC2VN RPG-7 (3).jpg|thumb|none|600px|Reloading a new warhead.]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
===M9-2 Flamethrower===&lt;br /&gt;
The M9-2 is a powerful weapon issued to all kits. It has a limited amount of fuel (300 &amp;quot;rounds&amp;quot;), but this allows a continuous spray of fire until it runs out. It doesn't have a reload animation. Any spare gas will be instantly loaded if the reload button is pressed. &lt;br /&gt;
[[Image:M9 with M2 wand.jpg|thumb|none|400px|[[M9 Flamethrower]] tanks with the [[M2 Flamethrower]] wand giving it the M9-2 designation]]&lt;br /&gt;
[[Image:BBC2V-M2-1.jpg|thumb|none|600px|Stats of the M9-2 flamethrower. Note: the pressure bottle appears to be missing, likely to be an error by the developers]]&lt;br /&gt;
[[File:BC2VN M2 Flamethrower (1).jpg|thumb|none|600px|The M2 wick in game.]]&lt;br /&gt;
[[File:BC2VN M2 Flamethrower (2).jpg|thumb|none|600px|Burning out some shrubbery.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50 mine===&lt;br /&gt;
The same scaled-up [[TS-50 anti-personnel mine]] from the base game is available to the Engineer class as an alternative to the RPG-7 and serves as an anti-vehicle mine.&lt;br /&gt;
[[Image:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BC2VN TS-50.jpg|thumb|none|600px|The &amp;quot;AT Mine&amp;quot; in hand and deployed in the dirt.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield:_1943&amp;diff=1634369</id>
		<title>Battlefield: 1943</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield:_1943&amp;diff=1634369"/>
		<updated>2023-12-09T10:42:38Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield: 1943&lt;br /&gt;
|picture=BF1943.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= July 8 &amp;amp; 9, 2009&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PlayStation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Xbox One (2018)&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield: 1943''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a spin-off offside the main series which only features the Pacific Theater of World War Two with the United States Marine Corps (USMC) or the Imperial Japanese Navy (IJN). The game includes 4 maps (Wake Island, Guadalcanal, Iwo Jima, and the Coral Sea).&lt;br /&gt;
&lt;br /&gt;
Some of the weapons (M1911A1, Nambu Pistol, Thompson, Type 100, M1 Garand and the Type 5 mock-up rifle) were reused in ''[[Battlefield: Bad Company 2]]''.&lt;br /&gt;
&lt;br /&gt;
As of December 2023, ''Battlefield: 1943'', along with ''[[Battlefield: Bad Company|Bad Company]]'' and its [[Battlefield: Bad Company 2|sequel]], have their online multiplayer components shut down. Being a multiplayer-only title, it is effectively impossible to access the game as a result.&lt;br /&gt;
&lt;br /&gt;
{{VG 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;
=Overview=&lt;br /&gt;
There are three classes in ''Battlefield: 1943'': Rifleman, Infantry, and Scout. Weapon selection is ''very'' limited in ''1943'', with each class having only one set loadout and no alternate options, and the equivalent weapons of both teams being statistically identical.&lt;br /&gt;
&lt;br /&gt;
Rifleman uses battle rifles, and have access to 3 rifle grenades, 2 hand grenades, and also a mounted bayonet. Infantry uses submachine guns and has access to an anti-tank rocket launcher as a secondary weapon, a wrench for melee and repairing friendly vehicles, and 2 hand grenades. Scout uses scoped bolt-action rifles, and a backup pistol as a secondary, dynamite bundles instead of grenades, and a bladed melee weapon.&lt;br /&gt;
&lt;br /&gt;
Oddly, none of the handheld firearms in the game eject casings when cycled, except for the Kar98k and M1903A1, and the M1911A1 and Type 14, the latter two of which bizarrely eject unfired ''rifle'' rounds.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the sidearm of the American Scout. It is incorrectly portrayed as firing from an uncocked hammer, which stays uncocked even if the first round has been fired or when the gun's slide has been pulled back during the reload animation.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|300px|none|World War 2 issued Colt M1911A1 Pistol - .45 ACP]]&lt;br /&gt;
[[File:BF1943_M1911.jpeg|thumb|600px|none|A Scout enjoys the view of Iwo Jima with his Colt in hands. Note the uncocked hammer.]]&lt;br /&gt;
[[File:BF1943_M1911-2.jpeg|thumb|600px|none|Working the slide after pressing in a new magazine, as it doesn't lock back when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type 14 (Transition model)==&lt;br /&gt;
The [[Nambu Type 14]] is the sidearm of the Japanese Scout. It incorrectly holds 7 rounds in-game instead of 8 to balance it out with the [[M1911A1]]. The reload animation is somewhat strange; while the cocking piece doesn't lock back, the bolt itself (visible through the ejection port) does, despite the cocking piece being a permanent, fixed part of the bolt.&lt;br /&gt;
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 (transitional model with larger trigger guard but original cocking knob) - 8x22mm Nambu]]&lt;br /&gt;
[[File:BF1943-Nambu1.jpg|thumb|600px|none|Holding the Nambu pistol.]]&lt;br /&gt;
[[File:BF1943-Nambu2.jpg|thumb|600px|none|Working the cocking piece. Note the locked-back bolt, despite the position of the early-style cocking piece. The later trigger guard is also partially visible.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is the standard weapon for the American Infantry, and comes with 30-round box magazines. Strangely, the weapon doesn't actually have a proper ADS function; instead, the player character brings the weapon closer to the center of the screen, and squints at it, much like the player does with the submachine guns and &amp;quot;compact assault rifle&amp;quot; weapons in the previous game, ''Battlefield: Bad Company''.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:BF1943-Thompson1.jpg|thumb|600px|none|A G.I. golds his Thompson during basic training. Note the partly dimmed-out lettering on the &amp;quot;THOMPSON&amp;quot; inscription.]]&lt;br /&gt;
[[File:BF1943-Thompson2.jpg|thumb|600px|none|Inserting a fresh magazine after locking back the bolt; for whatever reason, doing the latter ejects a spent casing. Strangely, the rounds present in the magazine appear to have spitzer points.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The early variant of the [[Type 100 submachine gun]] (sans integrated folding bipod) is the standard weapon for the Japanese Infantry. Like the Thompson, its sights aren't used in-game, with the weapon simply being brought closer to the middle of the screen.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Nambu Type 100/40 - 8x22mm Nambu]]&lt;br /&gt;
[[File:BF1943-TypeSMG.jpg|thumb|600px|none|A Japanese soldier holds a Type 100.]]&lt;br /&gt;
[[File:BF1943-TypeSMG2.jpg|thumb|600px|none|Rechambering the SMG on an aircraft carrier; it is incorrectly depicted as firing from a closed bolt in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is the standard weapon for the American Rifleman. Due to all of the game's weapons having a single reload animation, partially reloading the Garand (and the mock-up mentioned below) will spontaneously eject an empty clip.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|400px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:BF1943-Garand1.jpg|thumb|600px|none|The M1 Garand in the hands of an American Rifleman.]]&lt;br /&gt;
[[File:battlefield-1943-xbox-360-085.jpeg|thumb|600px|none|View through the iron sights.]]&lt;br /&gt;
[[File:BF1943-Garand2.jpg|thumb|600px|none|Putting in a new en-bloc.]]&lt;br /&gt;
[[File:BF1943-Garand3.jpg|thumb|600px|none|The M1905 bayonet-equipped Garand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 5 Rifle (M1 Garand mock-up)===&lt;br /&gt;
An [[M1 Garand]] modified to stand-in for the rare Japanese [[Type 5 Rifle]] copy of the Garand is the standard weapon for the Japanese Rifleman. It is clearly a modified version of the M1 Garand model, featuring the clip latch and M1 Garand-styled rear sight that the real Type 5 lacks. The differences between the models include modified iron sights, thicker wood furniture (especially around the trigger), different wood texture, and a Japanese Chrysanthemum Seal added to the receiver.&lt;br /&gt;
&lt;br /&gt;
Being a remodeled weapon copy, its animations are completely identical to the M1 Garand, meaning uses the M1 Garand 8-round en-bloc clip instead of stripper clips it uses in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|400px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[file:Type5.jpg|thumb|none|400px|Type 4 - 7.7x58mm]]&lt;br /&gt;
[[File:BF1943-TypeRifle1.jpg|thumb|600px|none|A Japanese soldier on Wake Island holds his Garand mock-up.]]&lt;br /&gt;
[[File:595.jpeg|thumb|600px|none|Aiming down the square rearsight.]]&lt;br /&gt;
[[File:BF1943-TypeRifle2.jpg|thumb|600px|none|About to close the chamber.]]&lt;br /&gt;
[[File:BF1943-TypeRifle3.jpg|thumb|600px|none|The mounted bayonet is the same as the American one.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M1903A1 Springfield==&lt;br /&gt;
The [[M1903A1 Springfield]] with a Unertl scope is the standard rifle for the American Scout.&lt;br /&gt;
[[File:ScopedSpringfield.jpg|thumb|none|400px|M1903A1 Springfield sniper rifle fitted with a 7.8x Unertl scope - .30-06]]&lt;br /&gt;
[[File:BF1943-Springfield1.jpg|thumb|600px|none|An American Scout standing on the Wake Island airfield holds a Springfield.]]&lt;br /&gt;
[[File:battlefield-1943-xbox-360-080.jpeg|thumb|600px|none|Working the bolt handle.]]&lt;br /&gt;
[[File:BF1943-Springfield2.jpg|thumb|600px|none|Reloading the M1903A1. Five rounds are always loaded regardless of the amount left in the magazine. While not as clearly visible here, the case on the cartridge being inserted is too short to resemble a .30-06 round.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
Due to budget and time restraints on DICE's part, they could not model the [[Arisaka Type 97]] or [[Arisaka_Type_97#Arisaka_Type_99_sniper_rifle|Type 99]] and instead gave the Japanese Scout Class a German scoped [[Karabiner 98k]]. Its animations are shared with the M1903A1's.&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|400px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BF1943-Karabiner1.jpg|thumb|600px|none|Holding the Japanese Karabiner. The scope seems to be not German.]]&lt;br /&gt;
[[File:battlefield-1943-xbox-360-065.jpeg|thumb|600px|none|Working the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The Rifleman class of both factions can use the [[M7 Rifle Grenade Launcher]]. The [[Type 100 Grenade Launcher]] would more accurate for the Japanese, though their version of the launcher does at least use a faction-appropriate [[Type 97 hand grenade]] (fitted with a fictional rifle grenade adaptor). Rather amusingly, the developers apparently weren't aware what part of the device constituted the round and which part was the launcher; as such, the grenade and launcher are shown in-game as one solid piece, which is launched and replaced in its entirety with each shot. Firing a grenade does not expend a round in the player's primary's currently loaded magazine (though, it is likely that the intended blank rounds are instead used to propel the projectile), nor does it visually cycle the rifle it is launched from.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:BF1943-grenadelauncher1.jpg|thumb|600px|none|An American soldier holding a Garand with an M7 grenade launcher.]]&lt;br /&gt;
[[File:BF1943-grenadelauncher4.jpg|thumb|600px|none|Having successfully fired both the grenade and the launcher itself, he then sets about placing a fresh, loaded M7 onto the end of his rifle.]]&lt;br /&gt;
[[File:BF1943-grenadelauncher3.jpg|thumb|600px|none|The &amp;quot;Type 5&amp;quot; with its M7 launcher. Note the different projectile model. While not visible in this screenshot, the IJN version oddly has the same &amp;quot;PROJECTION M1A2&amp;quot; wording that the M7 launcher has inscribed.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Recoilless Rifle==&lt;br /&gt;
The [[M18 Recoilless Rifle]] is the secondary weapon for both the American and Japanese Infantry classes. The reload animation depicts the fired shell with an unfired model.&lt;br /&gt;
[[File:M18 Recoilless.jpg|none|thumb|none|400px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:BF1943-ATRifle1.jpg|thumb|600px|none|Holding the Recoilless Rifle.]]&lt;br /&gt;
[[File:BF1943-ATRifle2.jpg|thumb|600px|none|Reloading the weapon.]]&lt;br /&gt;
[[File:BF1943-ATRifle3.jpg|thumb|600px|none|The more tan Japanese variant in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Dynamite bundles are usable by Scouts.&lt;br /&gt;
[[File:BF1943-TNT1.jpg|thumb|600px|none|A Scout looks at a dynamite bundle.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard hand grenade of the USMC in the game. It is used by the Infantry and Rifleman classes, who both carry two at a time.&lt;br /&gt;
[[File:MK2_grenade_DoD.jpg|thumb|none|150px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:BF1943-grenadelauncher2.jpg|thumb|600px|none|An Mk 2 mounted on the M7 Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
[[Type 97 hand grenade]] is the standard hand grenade of the IJN in the game. It is used by the Infantry and Rifleman classes, who both carry two.&lt;br /&gt;
[[File:Japanese-type97-grenade.jpg|thumb|none|150px|Type 97 HE fragmentation hand grenade (minus pin]]&lt;br /&gt;
[[File:830px-BF1943_TYPE_97_GRENADE.jpeg|thumb|600px|none|Priming a Type 97.]]&lt;br /&gt;
[[File:BF1943-TypeGrenade.jpg|thumb|600px|none|The grenade fitted on the Japanese grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==40mm Bofors AA Gun==&lt;br /&gt;
[[Bofors 40mm]] AA guns are useable by the player, and are the only viable method of dealing damage to enemy airplanes.&lt;br /&gt;
[[File:40mm_bofors.jpg|thumb|300px|none|Bofors 40mm L/60 AA gun in a Boffin mounting - 40x311mmR]]&lt;br /&gt;
[[File:Bofors.jpeg|thumb|600px|none|A Japanese Scout manning the Bofors in a promotional image.]]&lt;br /&gt;
[[File:BF1943-Bofors1.jpg|thumb|600px|none|Inspecting the right side of the Bofors.]]&lt;br /&gt;
[[File:BF1943-Bofors2.jpg|thumb|600px|none|Manning the AA gun.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
[[Browning M1919A4]] is found as the emplaced machine gun of both factions. The Browning is mounted in bunkers, towers, on Higgen boats, Willys MB Jeep, Type 95 Kurogane scout cars, Sherman and Type 97 Chi-Ha tanks. As it's correct for the Americans, the Japanese would use the [[Type 3 heavy machine gun|Type 3]], [[Type 92 heavy machine gun|Type 92]] or in ''[[Battlefield V#Type_93_Heavy_Machine_Gun|Battlefield V]]'', the [[Type 93 Heavy Machine Gun|Type 93 HMG]].&lt;br /&gt;
[[File:M1919A4 pintle.jpg|thumb|none|400px|Browning M1919A4 on an M31C pedestal mount - .30-06 Springfield]]&lt;br /&gt;
[[File:BF1943-Browning.jpg|thumb|600px|none|A Higgins boat with the mounted Browning.]]&lt;br /&gt;
[[File:BF1943-Browning1.jpg|thumb|600px|none|Another Browning mounted on a Jeep.]]&lt;br /&gt;
[[File:BF1943-Browning2.jpg|thumb|600px|none|Manning a Browning on a tower.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]] is the dual nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters.&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mmR]]&lt;br /&gt;
[[File:BF1943-TypeAir1.jpg|thumb|600px|none|The muzzles of the two machine guns.]]&lt;br /&gt;
[[File:BF1943-TypeAir2.jpg|thumb|600px|none|The end boxes seen in the cockpit.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 light machine gun==&lt;br /&gt;
The [[Type 97 light machine gun]] is the secondary weapon of Japanese Type 97 Chi-Ha tanks.&lt;br /&gt;
[[File:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 tank machine gun - 7.7x58mm Arisaka. A characteristic feature of the tank version is the barrel cover and the scope mounted on the left side.]]&lt;br /&gt;
[[File:BF1943-Jtankmg1.jpg|thumb|600px|none|The Type 97 mounted in the tank.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[File:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mmRB / Bottom: Type 99 Mark 2 Model 3 - 20x101mmRB]]&lt;br /&gt;
[[File:BF1943-Type99c.jpg|thumb|600px|none|A Japanese Infantryman looks at a Zero while holding his tool.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown AA Guns==&lt;br /&gt;
The aircraft carriers of both factions are armed with unusable AA-guns. The American side guns are two-barreled while the Japanese are three-barreled.&lt;br /&gt;
[[File:BF1943-AA1.jpg|thumb|600px|none|The American variant. Here we can see also the M1905 bayonet melee weapon of the American Scout.]]&lt;br /&gt;
[[File:BF1943-AA2.jpg|thumb|600px|none|The Japanese variant. Note the Katana which is the melee weapon for the Japanese Scout.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield:_Bad_Company&amp;diff=1634368</id>
		<title>Battlefield: Bad Company</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield:_Bad_Company&amp;diff=1634368"/>
		<updated>2023-12-09T10:40:09Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Badcompany cover.jpg|thumb|right|300px|''Battlefield: Bad Company'' (2008)]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield: Bad Company''''' is the first of the ''Bad Company'' spin-off series of EA's highly successful ''[[Battlefield]]'' franchise. The singleplayer campaign casts the player as Preston Marlowe, a soldier who, after unclear &amp;quot;crimes,&amp;quot; is sent to &amp;quot;B Company,&amp;quot; a squad said to be the US Army's dumping ground for its most troublesome soldiers, tasked with missions with the lowest probability of survival. The story focuses on the mysterious &amp;quot;Legionnaire,&amp;quot; an infamous mercenary said to pay his troops exclusively in gold, and B Company's attempts to steal the gold in the middle of a war.&lt;br /&gt;
&lt;br /&gt;
The game itself was praised for featuring a high degree of environmental destructibility for the time, thanks to the proprietary Frostbite engine. &amp;quot;Mouseholing&amp;quot; is actually possible in the game, with most exterior and interior walls of a building destructible. Buildings cannot, however, be completely destroyed; the frame will always remain. Completely destroying buildings became possible in the sequel.&lt;br /&gt;
&lt;br /&gt;
''Bad Company'' was also the first to feature pre-order in-game bonuses, in this case five weapons, one for each class.  As of September 2011, unlock codes exist for four of these five weapons, allowing new players to unlock them. This is because the original unlock methods for two of these four have long since become impossible, and since the game is much less widely played there is little point in maintaining the exclusivity of these rewards.&lt;br /&gt;
&lt;br /&gt;
The game received a direct sequel, ''[[Battlefield: Bad Company 2]]''.&lt;br /&gt;
&lt;br /&gt;
As of December 2023, ''Bad Company'', along with its sequel and ''[[Battlefield: 1943]]'', have their online multiplayer components shut down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are featured in the videogame ''Battlefield: Bad Company'':'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Battlefield: Bad Company'' divides weapons into pre-set &amp;quot;kits.&amp;quot; In multiplayer, each kit includes a combat knife, a main weapon, a secondary weapon such as a pistol or grenades, and a piece of additional equipment which can be a weapon or a &amp;quot;gadget.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*The Assault class carries an assault rifle with an underbarrel grenade launcher and carries hand grenades and an unlockable injector to heal themselves.&lt;br /&gt;
*The Demolition class carries a shotgun, grenades and a rocket launcher as their equipment item.&lt;br /&gt;
*The Recon class carries a sniper rifle, a sidearm for defence, and can equip either a thrown motion sensor to warn of nearby enemies or a pair of binoculars for calling in airstrikes.&lt;br /&gt;
*The Special Ops or Specialist class carries an SMG or one of the game's rather vague &amp;quot;Compact Assault Rifle&amp;quot; weapon class, along with grenades and either a special dartgun which can assist targeting of normally unguided rocket weapons, or C4 explosives.&lt;br /&gt;
*Finally, the Support class carries a machine gun, grenades, a rechargeable medkit item that other players can use, a &amp;quot;power tool&amp;quot; for repairing vehicles and a ruggedised PDA for calling mortar strikes.&lt;br /&gt;
&lt;br /&gt;
Unlike most other ''Battlefield'' games, no class has the ability to replenish ammunition; ammo can only be picked up from discarded weapons or ammo boxes in fixed locations.&lt;br /&gt;
&lt;br /&gt;
In singleplayer the player character, Preston, is not limited by this system; the weapons are separated from the equipment items, allowing him to carry any two-weapon mini-kit along with an infinite supply of injectors to replenish his health (requiring a pause between each use) and any one of the other equipment items, including the rocket launchers.&lt;br /&gt;
&lt;br /&gt;
Most of the weapons in the game are left-handed, with their ejection ports on the left instead of the right; this is normally done in games because the ejected casings flying across the screen look more &amp;quot;dynamic,&amp;quot; while the right side of the weapon is regarded as more interesting to look at than the left.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta M9]] is the handgun issued with US sniper weapon kits. It is surprisingly powerful and accurate for a videogame pistol, and is depicted with an incorrect 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|400px|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BFBC1-M9-1.jpg|thumb|none|600px|Holding his M9, Preston encounters a golf course with both kinds of bunker.]]&lt;br /&gt;
[[File:BFBC M9 (1).jpg|thumb|none|600px|Iron sights of the Beretta.]]&lt;br /&gt;
[[File:BFBC M9 (2).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:BFBC M9 (3).jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
&lt;br /&gt;
The [[MP-412 REX]] is the revolver paired with MEC sniper kits. In singleplayer it is the rarest sidearm, only seen in a kit with the [[GOL sniper rifle]] in the final level. While it has the lowest capacity of any of the sidearms, it is the longest ranged and most powerful of the three. While the real weapon has an automatic extractor which ejects casings when it is opened, the version in ''Bad Company'' lacks this feature completely.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|400px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[Image:BFBC1-Rex-1.jpg|thumb|none|600px|Preston prepares to use his MP-412 REX to further thwart the Legionnaire's plan to stockpile a ridiculous number of red exploding things.]]&lt;br /&gt;
[[File:BFBC MP412 (1).jpg|thumb|none|600px|Aiming the MP-412.]]&lt;br /&gt;
[[File:BFBC MP412 (2).jpg|thumb|none|600px|Dumping out the spent cartridges.]]&lt;br /&gt;
[[File:BFBC MP412 (3).jpg|thumb|none|600px|Feeding the REX with the help of a speed-loader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
&lt;br /&gt;
The [[Yarygin PYa|MP-443 Grach]] is the pistol that is paired with the [[SV-98]] and other Russian sniper rifles. In the mission &amp;quot;Crash and Grab&amp;quot;, a one-off weapon set consisting of an MP-443 with hand grenades is the starting kit.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP433Grach.jpg|thumb|none|400px|MP-433 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BFBC1-Grach-1.jpg|thumb|none|600px|Preston attacks a Russian soldier with his MP-443 Grach.]]&lt;br /&gt;
[[File:BFBC MP443 (1).jpg|thumb|none|600px|ADS of the MP-443.]]&lt;br /&gt;
[[File:BFBC MP443 (2).jpg|thumb|none|600px|On the hunt for gold, Preston inserts a lesser-rewarding iron ingot into his Grach.]]&lt;br /&gt;
[[File:BFBC MP443 (3).jpg|thumb|none|600px|Powerstroking the slide, note the guide rod.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns  =&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
&lt;br /&gt;
The [[PP-2000]] is used by Legionnaire specialist troop in &amp;quot;Par For the Course&amp;quot;. This weapon has the highest rate of fire of any gun in the game, but poor accuracy and damage. Like all weapons in this class, it is equipped with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pp-2000.jpg|thumb|none|400px|PP-2000 with red dot sight - 9x19mm]]&lt;br /&gt;
[[Image:BFBC1-PP2000.jpg|thumb|none|600px|PP2000 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-PP2000-1.jpg|thumb|none|600px|Preston holds a PP-2000 during the campaign. Because equipment is not tied to weapons in singleplayer, there is absolutely no reason to ever use the SMGs or &amp;quot;Compact Assault Rifles.&amp;quot; Note how it is held like pistol, ignoring the foregrip.]]&lt;br /&gt;
[[File:BFBC PP2000 (1).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the PP-2000.]]&lt;br /&gt;
[[File:BFBC PP2000 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFBC PP2000 (3).jpg|thumb|none|600px|Charging the PP-2000; letting the charging handle and its odd sleeve slide forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]] is used by some of the Legionnaire's specialist troops. The UMP has the slowest rate of fire of the SMG class, but the best damage and accuracy. Like all weapons in this class, it is equipped with a suppressor.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK_UMP_Suppressed_45ACP.jpg|thumb|none|400px|H&amp;amp;K UMP with Suppressor- .45 ACP]]&lt;br /&gt;
[[Image:BFBC1-UMP.jpg|thumb|none|600px|H&amp;amp;K UMP on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-UMP-1.jpg|thumb|none|600px|Preston holds a UMP near the end of the fourth level. Given the enormous engagement distance on this collapsed bridge, it makes perfect sense to offer the player a suppressed SMG here.]]&lt;br /&gt;
[[File:BFBC UMP (1).jpg|thumb|none|600px|Zooming in with the UMP on an oil field in the final mission.]]&lt;br /&gt;
[[File:BFBC UMP (2).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFBC UMP (3).jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:BFBC UMP (4).jpg|thumb|none|600px|HK-slapping the charging handle.]]&lt;br /&gt;
[[File:BFBC UMP (5).jpg|thumb|none|600px|World model of the UMP, note the odd color scheme.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] has near-identical stats to the starting weapons for the Spec Ops class, with the exception of an improved handling stat. Part of the &amp;quot;Find All 5&amp;quot; unlock series, this submachine gun was initially unlocked for any player that reached the highest player level possible, level 4, in the multiplayer portion of the demo. It is currently unlocked via a code released by EA.&lt;br /&gt;
&lt;br /&gt;
[[Image:UZIwSionics.jpg‎|thumb|none|400px|IMI Uzi with suppressor - 9x19mm]]&lt;br /&gt;
[[File:BFBC Uzi (1).jpg|thumb|none|600px|The Uzi in MP.]]&lt;br /&gt;
[[File:BFBC Uzi (2).jpg|thumb|none|600px|Zooming in with the SMG.]]&lt;br /&gt;
[[File:BFBC Uzi (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:BFBC Uzi (4).jpg|thumb|none|600px|Rechambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
All pump shotguns feature a quirk where firing while aiming and then releasing the aim button will prevent the pump animation from playing. However, they will still have the same delay between shots whether it plays or not.&lt;br /&gt;
&lt;br /&gt;
==Remington 870MCS==&lt;br /&gt;
&lt;br /&gt;
The [[Remington_870#Remington_870_Folding_Stock|Remington 870MCS]] is standard issue to US Demolition troops. Since he is a US Demolition class, Private Haggard uses a Remington throughout the singleplayer campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|400px|Remington 870MCS - 12 gauge]]&lt;br /&gt;
[[Image:BFBC-870MCS.jpg|thumb|none|600px|870MCS on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-870MCS-1.jpg|thumb|none|600px|Facing an incredibly threatening field, Preston levels his Remington 870 MCS at it.]]&lt;br /&gt;
[[Image:BFBC1-870MCS-2.jpg|thumb|none|600px|On the golf course, Haggard takes some time out to practice his swing.]]&lt;br /&gt;
[[File:BFBC 870MCS (1).jpg|thumb|none|600px|Aiming the 870 at a Russian hiding in some ruins.]]&lt;br /&gt;
[[File:BFBC 870MCS (2).jpg|thumb|none|600px|Pumping the 870 after dealing with another enemy soldier.]]&lt;br /&gt;
[[File:BFBC 870MCS (3).jpg|thumb|none|600px|Marlowe reloads his Remington as Sweetwater clears the way ahead.]]&lt;br /&gt;
&lt;br /&gt;
==NeoStead 2000 shotgun==&lt;br /&gt;
&lt;br /&gt;
The [[NeoStead 2000]] is used by some of the Legionnaire's demolition troops. The NeoStead shotgun is the most accurate and therefore the best shotgun in the game at range, but its tight spread and slower cycling of the pump makes it harder to fight at close range. The player character reloads it two shells at a time; he does this even if there are an odd number of shells left in the gun. The capacity of the dual tube magazines is reduced to 4+4 rounds rather than the correct 6+6.&lt;br /&gt;
&lt;br /&gt;
[[Image:neostead.jpg|thumb|none|400px|NeoStead NS2000 - 12 gauge]]&lt;br /&gt;
[[Image:BFBC1-NS2000.jpg|thumb|none|600px|NeoStead shotgun on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-NS2000-1.jpg|thumb|none|600px|The Russian soldier was about to discover that closing his eyes would not in fact make the scary man go away.]]&lt;br /&gt;
[[File:BFBC Neostead (1).jpg|thumb|none|600px|Later in the game, Preston aims his South African space-magic shotgun.]]&lt;br /&gt;
[[File:BFBC Neostead (2).jpg|thumb|none|600px|Working the forward pump.]]&lt;br /&gt;
[[File:BFBC Neostead (3).jpg|thumb|none|600px|Reloading the NeoStead. The shells used in this shotgun's animations will always have a green hull.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga 12K]], incorrectly identified as the 20 gauge Saiga 20K, appears as a semi-automatic shotgun in the game, under the name &amp;quot;S20K&amp;quot;. It can be identified as the Saiga 12K by the loation of its magazine release and the shape of the magazine; that said, the magazine release is visually closer to the Saiga 20's AK-like magazine release than the Saiga 12's, just at the wrong location. It is equipped with a shotgun rib, a skeletonized stock, a short barrel, and a muzzle device.&lt;br /&gt;
&lt;br /&gt;
It is the standard issue weapon of Russian demolition troops. It is the only semi-automatic starting shotgun available. In the campaign, it is a very common weapon among Russian soldiers, second only to the AEK-971.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:Saiga20k.jpg|thumb|400px|none|Saiga 20K for comparison - 20 gauge]]&lt;br /&gt;
[[Image:BFBC1-SC20K.jpg|thumb|none|600px|The Saiga on the Collectables screen. Note the skeletonized stock.]]&lt;br /&gt;
[[Image:BFBC1-SC20K-1.jpg|thumb|none|600px|Preston with his Saiga during the first level.]]&lt;br /&gt;
[[File:BFBC Saiga (1).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Saiga.]]&lt;br /&gt;
[[File:BFBC Saiga (2).jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[File:BFBC Saiga (3).jpg|thumb|none|600px|Working the action.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
&lt;br /&gt;
The [[Franchi SPAS-12]] is used by some of the Legionnaire's demolition troops. It is identical to the two starting pump-action shotguns in the game aside from the handling statistic, which is slightly higher due to its short length; the stock is never shown extended. As in many games and movies, the semi-automatic functionality of the SPAS is not shown; it is pump-action only. Despite being the short version, it still has an 8-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Franchi12.jpg|thumb|400px|none|Franchi SPAS-12 short barrelled version - 12 gauge]]&lt;br /&gt;
[[Image:BFBC1-SPAS12.jpg|thumb|none|600px|Short barrelled Franchi SPAS-12 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-SPAS12-1.jpg|thumb|none|600px|Preston holds a SPAS-12 near the start of the third mission. Unlike some other shooters, the SPAS-12 does not have the middle of the folding stock missing; this is because shotguns only zoom the screen slightly rather than using their iron sights.]]&lt;br /&gt;
[[File:BFBC SPAS-12 (1).jpg|thumb|none|600px|Marlowe brings the SPAS up close to a Russian sniper not-so-cleverly disguised as a cactus.]]&lt;br /&gt;
[[File:BFBC SPAS-12 (2).jpg|thumb|none|600px|Zooming in with the SPAS-12.]]&lt;br /&gt;
[[File:BFBC SPAS-12 (3).jpg|thumb|none|600px|Reloading; inserting a 12-gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15 ==&lt;br /&gt;
&lt;br /&gt;
The [[Franchi SPAS-15]] is a semi-automatic shotgun, and is the only weapon that doesn't reappear in the sequel. Unlocked upon reaching Level 25 (instead of requiring an unlock token), and unlocked by default, along with the other level 25 weapons, for players with the Gold edition. It is very rare in the campaign, only appearing in the final level. Like every shotgun but the USAS-12, it has an 8-round magazine, though this is actually correct for the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:franchi_spas15.jpg|thumb|none|400px|Franchi SPAS 15 - 12 gauge]]&lt;br /&gt;
[[Image:BFBC1-SPAS15.jpg|thumb|none|600px|SPAS-15 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-SPAS15-1.jpg|thumb|none|600px|Preston holds a SPAS-15.]]&lt;br /&gt;
[[File:BFBC SPAS-15 (1).jpg|thumb|none|600px|Aiming the SPAS-15.]]&lt;br /&gt;
[[File:BFBC SPAS-15 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFBC SPAS-15 (3).jpg|thumb|none|600px|Working the shotgun's action.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
&lt;br /&gt;
The [[TOZ-194]] is standard issue to MEC demolition troops. In singleplayer, it is only used by MEC forces in the final level. It is referred to as the &amp;quot;T194&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:toz194.jpg|thumb|none|401px|TOZ-194 - 12 gauge]]&lt;br /&gt;
[[Image:BFBC1-T194.jpg|thumb|none|600px|TOZ-194 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-T194-1.jpg|thumb|none|600px|The final level is the only one to feature the Middle Eastern Coalition, meaning all the MEC weapons are introduced at once. This means this opening area is rather like Christmas, only with somewhat more of an element of killing people and stealing their stuff.]]&lt;br /&gt;
[[File:BFBC TOZ-194 (1).jpg|thumb|none|600px|Aiming the TOZ-194. Which seems to make everything but the edge of the shotgun closest to the center of the screen go out of focus.]]&lt;br /&gt;
[[File:BFBC TOZ-194 (2).jpg|thumb|none|600px|Reloading with a green shell.]]&lt;br /&gt;
[[File:BFBC TOZ-194 (3).jpg|thumb|none|600px|Pumping the T194.]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12 Shotgun==&lt;br /&gt;
&lt;br /&gt;
The Daewoo [[USAS-12 Shotgun]] is a fully-automatic shotgun with the highest capacity in the game, with correctly 10 rounds instead of the usual 8. Part of the &amp;quot;Find All 5&amp;quot; series of unlocks, the USAS-12 is unlocked either by viewing player stats via EA's online service, or via a code.&lt;br /&gt;
&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:BFBC USAS12 (1).jpg|thumb|none|600px|The USAS-12 in the hands of a Russian engineer in multiplayer.]]&lt;br /&gt;
[[File:BFBC USAS12 (2).jpg|thumb|none|600px|Reloading the USAS.]]&lt;br /&gt;
[[File:BFBC USAS12 (3).jpg|thumb|none|600px|Rechambering the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles =&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK416 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] is standard issue weapon to US Assault troops with designated name of &amp;quot;M416,&amp;quot; presumably meaning it has been adopted as the main issue rifle of the US military in ''Bad Company's'' universe. It uses HK-style sights, and mounts an M203 grenade launcher with a flip-up sight mounted on top of the handguard; this is a rather strange choice, since the game also features the HK-manufactured XM320 on another rifle. It is shown holding 50 rounds in a 30-round magazine; when reloading, the player character will swap magazines, pull the charging handle, then flip the weapon over to operate the forward assist. The weapon's left and right sides are swapped, with only the forward assist still where it should be.&lt;br /&gt;
&lt;br /&gt;
Since it is the player's starting weapon in singleplayer, the HK416 does not have an entry on the &amp;quot;Collectables&amp;quot; screen. Redford uses an HK416 throughout the campaign, while Preston is often shown with one in cutscenes no matter what weapon he is actually using in gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm &amp;amp; 40mm]]&lt;br /&gt;
[[Image:BFBC1-HK416-1.jpg|thumb|none|600px|Preston Marlowe was transferred to Bad Company due to his inability to master the concept of a door.]]&lt;br /&gt;
[[File:BFBC 416 (1).jpg|thumb|none|600px|Iron sights of the HK416 as Marlow aims upon some enemy soldiers.]]&lt;br /&gt;
[[File:BFBC 416 (2).jpg|thumb|none|600px|Reloading the 416.]]&lt;br /&gt;
[[File:BFBC 416 (3).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:BFBC 416 (4).jpg|thumb|none|600px|...and smacking the forward assist for good measure. Presumably this animation was based off of BF2's M4 and M16A2  reload animations which have the same procedure.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
&lt;br /&gt;
The [[FN_F2000#FN_F2000_Tactical|FN F2000 Tactical]] is a multiplayer-only weapon with an insanely high rate of fire and moderate accuracy, making it extremely effective at close range. Part of the &amp;quot;Find All 5&amp;quot; unlock series, the F2000 is unlocked by registering previous Battlefield games for &amp;quot;Veteran&amp;quot; status. This remains the only weapon out of the 5 in the series that has no unlock code provided.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm. The in-game model includes the GL-1 grenade launcher.]]&lt;br /&gt;
[[Image:a417e702b9.jpg|thumb|none|400px|FN EGLM grenade launcher mounted on the standard F2000 for comparison.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] is a high rate of fire assault rifle with good accuracy, but is not generally used because of its low damage. Instead of the XM8's built-in scope, all variants of the XM8 use the rear sights from the G36C with custom forward sights. Like the HK416, it is shown holding 50 rounds in a 30-round magazine, and the reload includes a superfluous pull on the charging handle.&lt;br /&gt;
&lt;br /&gt;
An XM8 is present in the tutorial level to introduce the player to the idea of looking for &amp;quot;Collectable&amp;quot; weapons; after that the XM8 is a rare sight until the Legionnaire's Assault troops begin to show up. The vanilla XM8 uses an XM320 grenade launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8.JPG|thumb|none|400px|Heckler &amp;amp; Koch XM8 with Insight ISM-V sight - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC1-XM8.jpg|thumb|none|600px|XM8 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-XM8-1.jpg|thumb|none|600px|''&amp;quot;Hey, new guy! Where'd you get that gun? It looks...Slightly less crappy than your old gun.&amp;quot;'' Haggard responds to Marlowe's emergence from a house with a brand new XM8, even though it would probably melt after sustained fire compared the HK416 that Preston was previously carrying.]]&lt;br /&gt;
[[File:BFBC XM8 (1).jpg|thumb|none|600px|Aiming the HK XM8.]]&lt;br /&gt;
[[File:BFBC XM8 (2).jpg|thumb|none|600px|Reloading, note the 2D cartridge texture on the magazine.]]&lt;br /&gt;
[[File:BFBC XM8 (3).jpg|thumb|none|600px|Rechambering the XM8.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is standard issue to MEC Assault troops. It mounts an M203 grenade launcher and, like the other assault rifles, holds 50 rounds in its 30-round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|400px|Steyr AUG A3-CQC, 18 inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC1-AUG.jpg|thumb|none|600px|AUG A3-CQC on the Collectables screen. Note that it uses a similar magazine as the XM8.]]&lt;br /&gt;
[[Image:BFBC1-AUG-1.jpg|thumb|none|600px|Preston looks over a rather randomly defended town at the beginning of the final level, armed with an AUG A3-CQC.]]&lt;br /&gt;
[[File:BFBC AUGA3 (1).jpg|thumb|none|600px|The AUG A3 in MP.]]&lt;br /&gt;
[[File:BFBC AUGA3 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BFBC AUGA3 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFBC AUGA3 (4).jpg|thumb|none|600px|Tugging the charging handle. Airborne death can be seen coming to the player character's 11'o clock.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
&lt;br /&gt;
The [[AEK rifle series|AEK-971]] is standard issue to Russian Assault troops. A golden AEK-971 is seen hanging up on a wall in Zavimir Serdar's panic room in the palace; this is also the only time an AEK-971 can be seen without an attached GP-30 grenade launcher. As with the HK416 and XM8, it holds 50 rounds in its 30-round magazine and reloading requires a yank of the charging handle.&lt;br /&gt;
&lt;br /&gt;
[[Image:AEK-971 left side.jpg|thumb|none|400px|Prototype AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[Image:BFBC-AEK971-1.jpg|thumb|none|600px|AEK-971 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-AEK971-1.jpg|thumb|none|600px|Preston with his AEK-971 with GP-30. Despite that the XM8 is the example weapon for Collectables, both the Saiga 20K and AEK are available before it from enemy soldiers.]]&lt;br /&gt;
[[File:BFBC AEK-971 (1).jpg|thumb|none|600px|Aiming the AEK-971 at a Russian shooter.]]&lt;br /&gt;
[[File:BFBC AEK-971 (2).jpg|thumb|none|600px|Reloading the AEK as a friendly US soldier invades Preston's personal space.]]&lt;br /&gt;
[[File:BFBC AEK-971 (3).jpg|thumb|none|600px|Charging the AEK-971, basically the same procedure as seen with the Saiga 20K.]]&lt;br /&gt;
[[File:BFBC AEK-971 (4).jpg|thumb|none|600px|The golden AEK hanging over the entrance to Serdar's panic room as the squad busts in. Note it appears to have a wooden buttstock as well.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] is used by some Legionnaire assault troops. Comes with a GP-30 Grenade Launcher. The AN-94 has a clear sight picture, very high rate of fire and good accuracy balanced by low damage. It's considered one of the best rifles in the game, next to the M16. Unlocked upon reaching Level 25 (instead of requiring an unlock token), and unlocked by default, along with the other level 25 weapons, for players with the Gold edition. It is inaccurately portrayed as having an extremely high rate of fully automatic fire, whereas that high rate is only possible for 2-shot bursts.&lt;br /&gt;
&lt;br /&gt;
[[Image:an94-1.jpg|thumb|none|400px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BFBC1-AN94.jpg|thumb|none|600px|AN-94 on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-AN94-1.jpg|thumb|none|600px|Preston has the startlingly bad idea of attacking a Russian T-90 MBT with his AN-94.]]&lt;br /&gt;
[[File:BFBC AN-94 (1).jpg|thumb|none|600px|Aiming the AN-94.]]&lt;br /&gt;
[[File:BFBC AN-94 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFBC AN-94 (3).jpg|thumb|none|600px|Racking the left-side charging handle, similar to the AUG.]]&lt;br /&gt;
[[File:BFBC AN-94 (4).jpg|thumb|none|600px|World model of the AN-94. Note the tan furniture.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
&lt;br /&gt;
The [[M16A4]] appears as the &amp;quot;M16&amp;quot;, fitted with an M203 Grenade Launcher and treated as a fully-automatic weapon instead of 3-round burst. It is used by some of the Legionnaire's assault troops. The most accurate and powerful assault rifle in the game. Considered one of the two best rifles in the game, along with the AN-94.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A4M203.jpg|thumb|none|375px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
[[Image:BFBC1-M16.jpg|thumb|none|600px|M16 rifle on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC M16 (1).jpg|thumb|none|600px|The M16 in multiplayer.]]&lt;br /&gt;
[[File:BFBC M16 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BFBC M16 (3).jpg|thumb|none|600px|Reloading the M16.]]&lt;br /&gt;
[[File:BFBC M16(4).jpg|thumb|none|600px|Pulling tee charging handle, note the dust cover sticking out. As with the HK416, the character finishes the reload with a tap of the forward assist.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91 Rifle==&lt;br /&gt;
&lt;br /&gt;
The [[9A-91 Rifle]] is standard issue to MEC Specialist troops. As with the other &amp;quot;light&amp;quot; rifles, it is suppressed and part of the same class of weapons as the SMGs.&lt;br /&gt;
&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm]]&lt;br /&gt;
[[Image:BFBC-9A91.jpg|thumb|none|600px|9A-91 Rifle on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC 9A-91 (1).jpg|thumb|none|600px|The 9A-91 in the hands of a MEC specialist in MP.]]&lt;br /&gt;
[[File:BFBC 9A-91 (2).jpg|thumb|none|600px|Marlowe aims his 9A-91.]]&lt;br /&gt;
[[File:BFBC 9A-91 (3).jpg|thumb|none|600px|Reloading the carbine.]]&lt;br /&gt;
[[File:BFBC 9A-91 (4).jpg|thumb|none|600px|Rechambering the 9A-91.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] is standard issue carbine to Russian specialist troops. As above, it is suppressed and part of the same class of weapons as the SMGs.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BFBC1-AKS74U.jpg|thumb|none|600px|AKS-74U on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in game.]]&lt;br /&gt;
[[File:BFBC AKS-74U (2).jpg|thumb|none|600px|Zooming in with the carbine.]] &lt;br /&gt;
[[File:BFBC AKS-74U (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFBC AKS-74U (4).jpg|thumb|none|600px|Racking the AK's bolt. Note the unused underbarrel rail.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
&lt;br /&gt;
The first generation model of the [[FN SCAR#FN SCAR-L|FN SCAR-L CQC]] is standard issue carbine for US Specialist troops. As above, it is suppressed and part of the same class of weapons as the SMGs. This is particularly strange since the SCAR is a full-sized assault rifle; it could hardly even be described as a carbine. It holds 60 rounds in its 30-round STANAG magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|none|400px|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFBC1-SCAR.jpg|thumb|none|600px|FN SCAR L on the Collectables screen.]]&lt;br /&gt;
[[Image:BFBC1-SCAR-1.jpg|thumb|none|600px|''&amp;quot;Is that a silencer? But...Those are for girls!&amp;quot;'']]&lt;br /&gt;
[[File:BFBC SCAR (1).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the SCAR-L near the end of the first level.]]&lt;br /&gt;
[[File:BFBC SCAR (2).jpg|thumb|none|600px|Reloading the carbine.]]&lt;br /&gt;
[[File:BFBC SCAR (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
&lt;br /&gt;
The shortened version of the XM8, the [[Heckler &amp;amp; Koch XM8|XM8 Compact Carbine]], is also available. As above, it is suppressed and part of the same class of weapons as the SMGs, and has the standard 60 round capacity for the class, double its real capacity. Unlocked upon reaching Level 25 (instead of requiring an unlock token), and unlocked by default, along with the other level 25 weapons, for players with the Gold edition.&lt;br /&gt;
&lt;br /&gt;
[[Image:xm8ccbutt.jpg|thumb|none|400px|XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC1-XM8C.jpg|thumb|none|600px|XM8 Compact Carbine on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC XM8C (1).jpg|thumb|none|600px|Marlowe looks at a crate of the Legionnaire's gold around the same spot he found this XM8C.]]&lt;br /&gt;
[[File:BFBC XM8C (2).jpg|thumb|none|600px|Zooming in with the XM8C.]]&lt;br /&gt;
[[File:BFBC XM8C (3).jpg|thumb|none|600px|Slapping a fresh magazine.]]&lt;br /&gt;
[[File:BFBC XM8C (4).jpg|thumb|none|600px|Rechambering the XM8C.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
==GOL sniper rifle==&lt;br /&gt;
&lt;br /&gt;
The [[GOL sniper rifle]] is a German made sniper rifle used by MEC recon troops. In singleplayer, it is the only weapon paired with the MP-412 REX.&lt;br /&gt;
&lt;br /&gt;
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL sniper rifle - .338 Lapua]]&lt;br /&gt;
[[Image:BFBC1-GOL.jpg|thumb|none|600px|GOL sniper rifle on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC GOL (1).jpg|thumb|none|600px|Preston looks at the two patterns of prototype Black Eagle MBTs available in the last mission, GOL in hand.]]&lt;br /&gt;
[[File:BFBC GOL (2).jpg|thumb|none|600px|The GOL's scope reticule.]]&lt;br /&gt;
[[File:BFBC GOL (3).jpg|thumb|none|600px|Changing out the magazine.]]&lt;br /&gt;
[[File:BFBC GOL (4).jpg|thumb|none|600px|Pushing the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
&lt;br /&gt;
The [[M24 Sniper Weapon System]] is standard issue sniper rifle to the US recon class.&lt;br /&gt;
&lt;br /&gt;
[[Image:m24.jpg|thumb|none|400px|M24 SWS - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFBC1-M24.jpg|thumb|none|600px|M24 SWS on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC M24 (1).jpg|thumb|none|600px|The M24 in the hands of a bushwookie in multiplayer.]]&lt;br /&gt;
[[File:BFBC M24 (2).jpg|thumb|none|600px|Aiming through the M24's scope.]]&lt;br /&gt;
[[File:BFBC M24 (3).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:BFBC M24 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash SV-98]] is standard issue sniper rifle to Russian recon troops. Oddly, the in-world model of the SV-98 has a bipod, while the player model does not.&lt;br /&gt;
&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|400px|SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[Image:BFBC1-SV98.jpg|thumb|none|600px|SV-98 on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC SV98 (1).jpg|thumb|none|600px|The SV-98 in singleplayer.]]&lt;br /&gt;
[[File:BFBC SV98 (2).jpg|thumb|none|600px|Aiming down the PKS-07 scope.]]&lt;br /&gt;
[[File:BFBC SV98 (3).jpg|thumb|none|600px|Operating the SV-98's bolt.]]&lt;br /&gt;
[[File:BFBC SV98 (4).jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett M95]] is used by some US and Legionnaire's recon troops. Like the other bolt-action sniper rifles, the M95 has a five-round magazine. It is by far the strongest gun in the game, being able to be used as an anti-aircraft gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|400px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[Image:BFBC1-M95.jpg|thumb|none|600px|M95 on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC M95 (1).jpg|thumb|none|600px|Preston looks over a Russian comm facility in &amp;quot;Crash and Grab&amp;quot; with the M95.]]&lt;br /&gt;
[[File:BFBC M95 (2).jpg|thumb|none|600px|Shooting a red barrel with the M95. Although a sentry on the stairs was incinerated, the other Russian visible had little regard to the explosion behind him.]]&lt;br /&gt;
[[File:BFBC M95 (3).jpg|thumb|none|600px|Reloading the Barrett.]]&lt;br /&gt;
[[File:BFBC M95 (4).jpg|thumb|none|600px|Sending the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
&lt;br /&gt;
The [[Norinco QBU-88]] is a semi-automatic sniper rifle that is part of the &amp;quot;Find All 5&amp;quot; unlock series. This rifle is unlocked via a code included with pre-orders, or a different code issued some time after the game's release. The reload animation is similar to its ''[[Battlefield 2]]'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:qbu-88-0.jpg|thumb|none|400px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFBC QBU88 (1).jpg|thumb|none|600px|The QBU-88 in the hands of a MEC sniper in MP.]]&lt;br /&gt;
[[File:BFBC QBU88 (2).jpg|thumb|none|600px|Scope view of the QBU.]]&lt;br /&gt;
[[File:BFBC QBU88 (3).jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[File:BFBC QBU88 (4).jpg|thumb|none|600px|Charging the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
&lt;br /&gt;
The [[SVU Dragunov]] is used by some Russian recon troops. The SVU is a semi-automatic sniper rifle equipped with a suppressor, which is the default muzzle brake for the SVU which visually resembles a suppressor, which led to the developers getting confused over what it actually was. It has enough power that players can take down helicopters in only a couple of magazines. In singleplayer the SVU is rare, only appearing twice and only on one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:Svu.jpg|thumb|none|400px|SVU - 7.62x54mmR]]&lt;br /&gt;
[[Image:BFBC1-SVU.jpg|thumb|none|600px|SVU Dragunov on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC SVU (1).jpg|thumb|none|600px|The SVU in singleplayer.]]&lt;br /&gt;
[[File:BFBC SVU (2).jpg|thumb|none|600px|Aiming at a Russian engineer who frantically realizes that he was under-equipped to fight at this range.]]&lt;br /&gt;
[[File:BFBC SVU (3).jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[File:BFBC SVU (4).jpg|thumb|none|600px|Rechambering, although the poor lighting makes it hard to see anything here.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
&lt;br /&gt;
The [[VSS Vintorez]] is the highest capacity and highest rate of fire sniper rifle available, but also does little damage; it fires in slow full-auto if the fire button is held, and its magazine inaccurately holds 12 rounds. Unlocked upon reaching Level 25 (instead of requiring an unlock token), and unlocked by default, along with the other level 25 weapons, for players with the Gold edition.&lt;br /&gt;
 &lt;br /&gt;
[[Image:vss1.jpg|thumb|none|401px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[Image:BFBC1-VSS.jpg|thumb|none|600px|VSS Vintorez on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC VSS (1).jpg|thumb|none|600px|VSS in hand, Preston looks over one of Serdaristan's many valleys.]]&lt;br /&gt;
[[File:BFBC VSS (2).jpg|thumb|none|600px|View through the odd PSO-1 scope reticule.]]&lt;br /&gt;
[[File:BFBC VSS (3).jpg|thumb|none|600px|Reloading the 9x39mm magazine.]]&lt;br /&gt;
[[File:BFBC VSS (4).jpg|thumb|none|600px|Giving the bolt a yank.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MG36 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG36]] is used by of the Legionnaire's support troops. The MG36 is accurate, but not very powerful. It is widely used because the reflex optic makes it the easiest to aim accurately at long range, acting as a makeshift scope. The 100-round Beta-C drum magazine's capacity is increased by 50% to 150 rounds.&lt;br /&gt;
&lt;br /&gt;
Since the MG36 is shown with an export sight despite the real weapon never being exported, it is most likely based on a G36 with a bipod handguard and Beta-C Mag rather than an authentic MG36.&lt;br /&gt;
&lt;br /&gt;
[[Image:MG36.jpg|thumb|none|400px|H&amp;amp;K MG36 - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC1-MG36.jpg|thumb|none|600px|MG36 on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC MG36 (1).jpg|thumb|none|600px|Using the MG36, Marlowe suppresses a Legionnaire in his guard tower.]]&lt;br /&gt;
[[File:BFBC MG36 (2).jpg|thumb|none|600px|Looking down the scope, which seems to combine the enhanced zoom of the ZF scope with the top-mounted Hensoldt red dot of the original Bundeswehr configuration.]]&lt;br /&gt;
[[File:BFBC MG36 (3).jpg|thumb|none|600px|Reloading the MG36.]]&lt;br /&gt;
[[File:BFBC MG36 (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW Paratrooper==&lt;br /&gt;
&lt;br /&gt;
The [[FN_Minimi#M249-E1_.2F_M249-E2_.2F_M249_Paratrooper_SAW|M249 SAW Para]] is standard issue of US support troops, and is used by Private Sweetwater during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|400px|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC1-M249.jpg|thumb|none|600px|M249 SAW paratrooper on the Collectables screen. Note E2 heat shield.]]&lt;br /&gt;
[[Image:BFBC1-M249-1.jpg|thumb|none|600px|Sweetwater shows off his M249 Para SAW during the first level.]]&lt;br /&gt;
[[File:BFBC M249 (1).jpg|thumb|none|600px|A US Support soldier holds the M249 in MP.]]&lt;br /&gt;
[[File:BFBC M249 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BFBC M249 (3).jpg|thumb|none|600px|Placing a new 150-round belt.]]&lt;br /&gt;
[[File:BFBC M249 (4).jpg|thumb|none|600px|About to swipe the charging handle back.]]&lt;br /&gt;
&lt;br /&gt;
==M60 machine gun==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun]] is the most powerful LMG in the game. Part of the &amp;quot;Find All 5&amp;quot; unlock series, this GPMG is unlocked either by registering for the online newsletter, or through a code.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60 01.jpg|thumb|none|400px|M60 with belt box mounting bracket and bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFBC M60 (1).jpg|thumb|none|600px|The M60 in the hands of a MEC support gunner, MP.]]&lt;br /&gt;
[[File:BFBC M60 (2).jpg|thumb|none|600px|Aiming down the rather sparse iron sights.]]&lt;br /&gt;
[[File:BFBC M60 (3).jpg|thumb|none|600px|Reloading. Handling a fresh 7.62mm belt.]]&lt;br /&gt;
[[File:BFBC M60 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==PK Machine Gun==&lt;br /&gt;
&lt;br /&gt;
The [[PK Machine Gun]] is standard issue of Russian support troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM - 7.62x54mm R]]&lt;br /&gt;
[[Image:BFBC1-PKM.jpg|thumb|none|600px|PKM on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC PKM (1).jpg|thumb|none|600px|On the quest for fuel for Serdar's golden Hind, Preston takes his PKM along.]]&lt;br /&gt;
[[File:BFBC PKM (2).jpg|thumb|none|600px|Aiming the PKM at a Serdaristani soldier.]]&lt;br /&gt;
[[File:BFBC PKM (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFBC PKM (4).jpg|thumb|none|600px|Charging the PKM.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJY88==&lt;br /&gt;
&lt;br /&gt;
Mislabeled as the &amp;quot;QJU88&amp;quot;, the [[Norinco QJY-88]] is the standard issue of MEC support troops. Later games would simply label it as the &amp;quot;Type 88 Machine Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:type88gpmg2.jpg|thumb|none|400px|Norinco QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BFBC1-QJU88.jpg|thumb|none|600px|QJY-88 on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC QJY88 (1).jpg|thumb|none|600px|Marlowe holds a QJY-88 after halting the US advance through a MEC-controlled town.]]&lt;br /&gt;
[[File:BFBC QJY88 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFBC QJY88 (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:BFBC QJY88 (4).jpg|thumb|none|600px|Inserting a new belt box.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 LMG==&lt;br /&gt;
&lt;br /&gt;
The [[XM8#Heckler_.26_Koch_XM8_Automatic_Rifle|XM8 LMG]] is a middle of the road weapon. It can be found as a collectible in some levels and is used by some of the Legionnaires towards the end of last mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8 LMG.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 Automatic Rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:BFBC1-XM8LMG.jpg|thumb|none|600px|XM8 LMG on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC XM8AR (1).jpg|thumb|none|600px|The XM8 LMG in game, near the beginning of the final level.]]&lt;br /&gt;
[[File:BFBC XM8AR (2).jpg|thumb|none|600px|Aiming the XM8AR.]]&lt;br /&gt;
[[File:BFBC XM8AR (3).jpg|thumb|none|600px|Grabbing the C-Mag.]]&lt;br /&gt;
[[File:BFBC XM8AR (4).jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
&lt;br /&gt;
The [[MG42#MG3|MG3]] is the highest rate of fire LMG in the game, but is balanced with low accuracy and damage; the damage from the MG3, a GPMG firing full-sized rifle bullets, is low even compared to light machine guns which fire intermediate rounds such as the SAW and XM8 LMG. Unlocked upon reaching Level 25 (instead of requiring an unlock token), and unlocked by default, along with the other level 25 weapons, for players with the Gold edition.&lt;br /&gt;
&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:BFBC1-MG3.jpg|thumb|none|600px|MG3 on the Collectables screen.]]&lt;br /&gt;
[[File:BFBC MG3 (1).jpg|thumb|none|600px|Preston ventilates the head of a Russian soldier with his MG3.]]&lt;br /&gt;
[[File:BFBC MG3 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFBC MG3 (3).jpg|thumb|none|600px|Reloading the MG3.]]&lt;br /&gt;
[[File:BFBC MG3 (4).jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HG-2&amp;quot; Grenade==&lt;br /&gt;
&lt;br /&gt;
The game's &amp;quot;HG-2&amp;quot; hand grenades appear to be the fuze assembly of an [[M67 hand grenade]] on the body of a [[Mills Bomb]]. Hand grenades are allocated to kits which do not have underbarrel launchers, other than sniper kits which have a sidearm instead.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFBC1-AT14-1.jpg|thumb|none|600px|Preston prepares to attack an AT-14 launcher with his happy grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
&lt;br /&gt;
A remote-triggered demolition charge that occupies the equipment slot, referred to in the game as &amp;quot;DTN-4.&amp;quot; The M112 shown on the game's charge is in fact the real name of a US C4 demolition charge; the ''Bad Company'' C4 is made from two unevenly scaled blocks attached together with a detonator. In multiplayer C4 is only available to the Special Ops class, while in singleplayer it is available for any kit since the equipment slot is not kit-dependent.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|400px|none|M112 C4 demolition charge]]&lt;br /&gt;
[[Image:BFBC1-C4-1.jpg|thumb|none|600px|Preston holds a pair of M112 charges rigged with a detonator as he prepares to blow up an enemy radar jammer. Note lettering on the left-hand charge.]]&lt;br /&gt;
&lt;br /&gt;
==TS-50 Anti-Personnel Mine==&lt;br /&gt;
&lt;br /&gt;
An enlarged version of the [[TS-50 anti-personnel mine]] appears in the game as the &amp;quot;ATM-00 Anti-Tank Mine&amp;quot; as an unlockable weapon for the Demolition kit. The mine has the ability to distinguish between friendly and enemy vehicles and will detonate when an enemy vehicle drives over it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tecnovar TS-50.jpg|thumb|none|300px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[Image:BFBC ATM-00 ANTI-TANK MINE.jpg|thumb|none|600px|A TS-50 anti-personnel mine in ''Battlefield: Bad Company'']]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game mounted on the HK416, M16A4 and AUG A3.&lt;br /&gt;
&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFBC M203.jpg|thumb|none|600px|A Russian rifleman reloads his M16-mounted M203 in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==FN GL-1==&lt;br /&gt;
&lt;br /&gt;
The [[FN_EGLM#FN_GL-1|FN GL-1]] is mounted on the FN F2000 Tactical.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNGL1.jpg|thumb|none|400px|FN GL-1 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==XM320==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320|Heckler &amp;amp; Koch XM320]] is mounted on the XM8 assault rifle. It can be identified as an XM320 by the lack of a front pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM320.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM320 - 40x46mm. Note lack of a front grip, added only to the production M320.]]&lt;br /&gt;
[[Image:BFBC1-XM320.jpg|thumb|none|600px|Preston reloads the XM320 mounted under his XM8 rifle. Note the flipped-up grenade launcher sights.]]&lt;br /&gt;
&lt;br /&gt;
==GP30==&lt;br /&gt;
&lt;br /&gt;
The [[GP-30]] grenade launcher is mounted on the AEK-971 and the AN-94.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|[[AK-74]] with GP-30 grenade launcher - 5.45x39mm &amp;amp; 40mm]]&lt;br /&gt;
[[Image:BFBC1-GP30-1.jpg|thumb|none|600px|Preston reloads the GP-30 mounted under his AN-94 rifle. Note the grenade model is a standard M203 round rather than the caseless VOG rounds actually used in the GP30, which look completely different.]]&lt;br /&gt;
&lt;br /&gt;
== AT4 ==&lt;br /&gt;
&lt;br /&gt;
The [[AT4]] is standard issue to US Demolitions troops. Bad Company's private Haggard carries one on his back throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:AT-4Launcher.jpg‎ |thumb|none|400px|M136 AT4 Anti-Tank rocket launcher - 84mm]]&lt;br /&gt;
[[Image:BFBC1-AT4.jpg|thumb|none|600px|Haggard with his M136 at the end of the first level. This represents an infinite number of M136 launchers Haggard has; he occasionally fires one, though seldom when it would actually be useful for him to do so.]]&lt;br /&gt;
[[File:BFBC AT4 (1).jpg|thumb|none|600px|Aiming the AT4 at the wreck of a Russian BMD on Serdar's golf course.]]&lt;br /&gt;
[[File:BFBC AT4 (2).jpg|thumb|none|600px|View down the scope.]]&lt;br /&gt;
[[File:BFBC AT4 (3).jpg|thumb|none|600px|Disengaging the safety in the AT4's reload.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is standard issue to Russian demolition troops; like other weapons of this type, it is placed in the equipment slot rather than being classified as a weapon. It is shown fitted with a PGO-7 optic sight. The weapon's reticle incorrectly has the aiming point and boresight mark in the same place; presumably, this is to avoid confusing players by having a &amp;quot;crosshair&amp;quot; in the scope which is not actually the aiming point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG7scope.jpg|thumb|none|400px|Reticle of the RPG-7's PGO-7 optic sight.]]&lt;br /&gt;
[[Image:BFBC1-RPG7-1.jpg|thumb|none|600px|Menaced by a Russian BMD-3 light IFV, Preston takes cover behind a fence and readies his RPG-7.]]&lt;br /&gt;
[[Image:BFBC1-RPG7-2.jpg|thumb|none|600px|Reticle of the ''Bad Company'' RPG-7 scope. Compare to the above, and note the misplaced boresight mark.]]&lt;br /&gt;
[[File:BFBC RPG7 (1).jpg|thumb|none|600px|While refueling the President's Hind, Marlowe takes cover with the dear dictator, RPG-7 in hand.]]&lt;br /&gt;
[[File:BFBC RPG7 (2).jpg|thumb|none|600px|Reloading the RPG; turning the rocket.]]&lt;br /&gt;
[[File:BFBC RPG7 (3).jpg|thumb|none|600px|The RPG's world model, note the warhead is now green.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav recoilless rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Carl Gustav recoilless rifle]] is standard issue to MEC demolition troops. It features throughout the final level in the hands of MEC forces, and is used in the final battle against the Legionnaire.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlGustavM2.jpg|thumb|none|400px|Carl Gustav M2 - 84x246mm R]]&lt;br /&gt;
[[File:BFBC M2CG (1).jpg|thumb|none|600px|The Carl Gustav in Multiplayer.]]&lt;br /&gt;
[[File:BFBC M2CG (2).jpg|thumb|none|600px|Aiming down the scope in the last mission.]]&lt;br /&gt;
[[File:BFBC M2CG (3).jpg|thumb|none|600px|Reloading. Opening the blast nozzle.]]&lt;br /&gt;
[[File:BFBC M2CG (4).jpg|thumb|none|600px|Inserting a new 84mm round.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
&lt;br /&gt;
The third and fourth positions in US Bradley IFVs control a pair of rear-facing light guns, presumably [[M16_rifle_series#M231_Firing_Port_Weapon|M231 Firing Port Weapons]].&lt;br /&gt;
&lt;br /&gt;
[[Image:381portg.jpg|thumb|none|400px|M231 Firing Port Weapon, a fullauto-only high RoF variant used in the gun ports of Bradley IFVs - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==M240C machine gun==&lt;br /&gt;
&lt;br /&gt;
While American M1A2 &amp;quot;Abrams&amp;quot; tanks lack their loader's M240D, their coaxial [[FN_MAG#M240_Machine_Gun|M240C]] is visible. The gun is present but not usable; instead of a coaxial weapon, a tank's driver-position secondary ability is to deploy a smokescreen.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFBC1-M240-1.jpg|thumb|none|600px|During the introduction, Preston witnesses the bizarre sight of this US Army M1A2 Abrams driving alongside his convoy, stopping, and then pointing its main gun at its own lines. This stupid behaviour does, however, give a good view of the coaxial M240C; to the left of the main gun in this shot.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
&lt;br /&gt;
While it varies how visible it is, Russian and MEC armoured vehicles have a coaxial [[PK_Machine_Gun#Kalashnikov_PK.2FPKM_Machine_Gun|PKT machine gun]]. Like the M240C on the Abrams, the coaxial gun is unusuable.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BFBC1-Stalker-1.jpg|thumb|600px|none|A PKT machine gun is visible to the right of this MEC 2T Stalker's main Shipunov 2A42.]]&lt;br /&gt;
&lt;br /&gt;
==Kord heavy machine gun==&lt;br /&gt;
&lt;br /&gt;
[[Kord heavy machine gun]]s are seen mounted on some vehicles and in fixed positions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|401px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BFBC1-Kord-1.jpg|thumb|none|600px|Preston finds a Kord heavy machine gun with spade-grips mounted on a &amp;quot;Vodnik&amp;quot; truck.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2]] heavy machine guns are seen mounted on various vehicles throughout the game, including low-detail versions in RWS mountings for second crewmen (even on MEC and Russian vehicles).&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFBC1-M2-1.jpg|thumb|none|600px|During the opening cinematic, a series of US Army M1A2 Abrams tanks with most of the TUSK kit fitted can be seen moving with Bad Company's truck, all armed with a hatch-mounted RWS with a Browning M2.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134==&lt;br /&gt;
&lt;br /&gt;
[[GE M134]] miniguns can be seen mounted on Blackhawk helicopters.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:BFBC1-M134-1.jpg|thumb|none|600px|Preston admires an M134 on a Blackhawk at the start of the fourth level's golf course, wondering why he can't just fly it to the end of the level right now.]]&lt;br /&gt;
&lt;br /&gt;
==Type 87 grenade launcher==&lt;br /&gt;
&lt;br /&gt;
[[QLZ-87]] repeating grenade launchers can be seen in fixed positions throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:QLZ87Heavy.jpg|thumb|none|400px|QLZ-87 on tripod - 35mm]]&lt;br /&gt;
[[Image:BFBC1-Type87.jpg|thumb|none|600px|Preston comes across a Type 87 during the second level of the campaign.]]&lt;br /&gt;
[[File:BFBC QLZ87.jpg|thumb|none|600px|A QLZ-87 mounted outside of Serdar's palace.]]&lt;br /&gt;
[[File:BFBC QLZ87 (1).jpg|thumb|none|600px|Using the Chinese AGL.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XM312==&lt;br /&gt;
The [[XM312]] is seen mounted on US &amp;quot;Humvee&amp;quot; light trucks.&lt;br /&gt;
[[Image:XM312hmg.jpg|thumb|none|400px|XM312 - .50 BMG]]&lt;br /&gt;
[[Image:BFBC1-XM312-1.jpg|thumb|none|600px|Preston holds a military hairdryer as he admires the XM312 mounted on his Humvee.]]&lt;br /&gt;
[[File:BFBC XM312.jpg|thumb|none|600px|Manning a Humvee-mounted XM312 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==XM307==&lt;br /&gt;
The [[XM307]] is seen mounted on vehicles. It is simply a repeating grenade launcher governed by a heat gauge; no attempt is made to simulate the complex HEAB functionality of the actual weapon.&lt;br /&gt;
[[Image:Xm30750cal.jpg|thumb|none|400px|XM307 ACSW - 25x59mm HEAB]]&lt;br /&gt;
[[Image:BFBC1-XM307-1.jpg|thumb|none|600px|The patrol boats in the second level have an XM307 mounted at each end, presumably costing more than the entire boat between them.]]&lt;br /&gt;
[[File:BFBC XM307.jpg|thumb|none|600px|Manning a XM307 in a guardtower.]]&lt;br /&gt;
&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
&lt;br /&gt;
[[AT-14 Spriggan]] (Russian designation 9M133 ''Kornet'') missile launchers can be found in fixed positions. They fire a slow-moving, steerable SACLOS guided missile which moves towards the middle of the player's crosshair as it travels; as per videogame standards, it will do this even if there is no actual line of sight between the launcher and the missile. This allows it to be steered even if the crosshair is actually pointed at a wall directly in front of the launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:AT14-Spriggan.JPG‎‎|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[Image:BFBC1-AT14-1.jpg|thumb|none|600px|An AT-14 on standby.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons mounted in M167 VADS turrets are inaccurately seen mounted on American-built Mark V Special Operations Craft; a single VADS is also present during the final battle with the Legionnaire's helicopter, but is destroyed before it can be used. A pair of F/A-18 Hornets seen during the singleplayer would also presumably mount M61s, although they are never seen or used.&lt;br /&gt;
&lt;br /&gt;
[[Image:M167-Vulcan.jpg|thumb|none|400px|M167 VADS (Vulcan Air Defence System) - 20mm HE. This is the towed variant; the VADS version mounted on the M113 APC is M163.]]&lt;br /&gt;
[[Image:BFBC1-M167-2.jpg|thumb|none|600px|American-made Mark V Special Operations Craft seen in the campaign carry a large multiple rocket launcher on the bow and an M167 installation on the stern, the latter seen here in the introduction to the last level.]]&lt;br /&gt;
[[Image:BFBC1-M167-1.jpg|thumb|none|600px|An oddly-placed M167 VADS near the end of a pier at the end of the singleplayer campaign, literally one frame before it randomly explodes and forces the player to find something else.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster chaingun==&lt;br /&gt;
&lt;br /&gt;
The [[M242 Bushmaster chaingun]] appears mounted on American Bradley IFVs. While these never appear in the singleplayer campaign, they are present on many maps in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|400px|M242 Bushmaster chaingun 25mm]]&lt;br /&gt;
&lt;br /&gt;
==ZU-23-2==&lt;br /&gt;
&lt;br /&gt;
[[ZU-23-2]] antiaircraft guns are deployed in various maps and seen in several missions during the campaign, and can also be seen mounted on BMD-3 hulls during the helicopter mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[Image:BFBC1-ZU23-1.jpg|thumb|none|600px|During the first level, three ZU-23-2 guns are one of the objectives. Here, Preston contemplates destroying the first gun with C4.]]&lt;br /&gt;
[[Image:BFBC1-ZU23-2.jpg|thumb|none|600px|However, he has a change of heart and gets started wrecking the place with the ZU-23-2's absurdly powerful HE rounds.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
&lt;br /&gt;
[[M230 Chain Gun]]s are seen mounted on AH-64 Apache attack helicopters.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]]&lt;br /&gt;
[[Image:BFBC1-M230-1.jpg|thumb|none|600px|A friendly Apache saves Bad Company from an overwhelming Russian assault during the first level, armed with an M230 chain gun.]]&lt;br /&gt;
&lt;br /&gt;
==GIAT M693==&lt;br /&gt;
The Mi-24 Hind variant shown in the game is the South African &amp;quot;Super Hind,&amp;quot; with a [[GIAT M693]] gun mounted under the nose rather than the usual Yak-B gatling. Presumably, this Hind variant is used to give the chin gun the same range of motion as the M230 on the Apache.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[Image:BFBC1-Shipunov-1.jpg|thumb|none|600px|An enemy &amp;quot;Super Hind&amp;quot; shows off its rather oversized nose gun.]]&lt;br /&gt;
[[Image:BFBC1-Shipunov-2.jpg|thumb|none|600px|Having liberated a comical dictator who has had his country taken over by the Legionnaire, Bad Company make their escape in his gold-plated &amp;quot;Super Hind&amp;quot; (seriously, this actually happens). Note the GIAT's dual ammunition feeds.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears as the gun armament of Mi-28 &amp;quot;Havoc&amp;quot; attack helicopters, the Legionnaire's two-seat Ka-52 &amp;quot;Hokum-B,&amp;quot; and as main armament of Russian BMD-3 IFVs and MEC 2T Stalker armoured recon vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|400px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BFBC1-Shipunov-3.jpg|thumb|none|600px|Preston pauses to look at a BMD-3.]]&lt;br /&gt;
[[Image:BFBC1-Stalker-1.jpg|thumb|none|600px|The futuristic-looking Belarusian 2T Stalker armored recon vehicle is the MEC's light armor; like the BMD-3, it is armed with a Shipunov 2A42.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors FH77==&lt;br /&gt;
&lt;br /&gt;
The artillery guns in use by all three factions are the Swedish-designed Bofors Haubits 77 (FH77). These guns are seen throughout the campaign and can occasionally be controlled, using a bird's-eye view crosshair which is not explained in the slightest. More normally, the player will be tasked with destroying them in some way.&lt;br /&gt;
&lt;br /&gt;
[[Image:Haubits 77.jpg|thumb|none|400px|Bofors FH77 - 155mm]]&lt;br /&gt;
[[Image:BFBC1-FH77-1.jpg|thumb|none|600px|Preston looks up at an FH77 during the first level of the campaign.]]&lt;br /&gt;
[[Image:BFBC1-FH77-2.jpg|thumb|none|600px|Bad Company soon find themselves taking control of one of the guns to repel a Russian assault; this view is used to show the howitzer firing.]]&lt;br /&gt;
[[File:BFBC FH77.jpg|thumb|none|600px|View down the FH77's sight, which was lifted directly into [[Far_Cry_4#M120_Mortar|Far Cry 4's]] M120 mortar.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1633715</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1633715"/>
		<updated>2023-12-06T15:35:07Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: it's going to release in a few hours but...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated.]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Swapping magazines during the tactical reload.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was received during Season 2 of ''MWII''.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|Holding the rifle in Brazil.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] is added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the rifle in a winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1633356</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1633356"/>
		<updated>2023-12-04T10:33:45Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated.]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manualy cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was received during Season 2 of ''MWII''.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|Holding the rifle in Brazil.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' is set to return in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] is set to be added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot; gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1633348</id>
		<title>Talk:Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Ready_or_Not_(VG)&amp;diff=1633348"/>
		<updated>2023-12-04T10:03:34Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Planned Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cut/Old Content=&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
[[File:RoN Mk18 gunbench.jpg|thumb|600px|none|The pre-Adam Mk 18 Mod 0 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Mk18 gunbench custom.jpg|thumb|600px|none|Same as above image, here fitted with EOTech XPS3 holo sight, AN/PEQ-15 ATPIAL IR laser, SureFire SOCOM556 RC2 suppressor, KAC vertical grip, and Magpul PMAG with tan finish. Note that the PMAG clips through the front of the magwell.]]&lt;br /&gt;
[[File:RoN Mk18 idle.jpg|thumb|600px|none|The Mk 18 Mod 0 in idle. The weapon model has an oddly stubby charging handle in comparison to the other ArmaLite pattern rifles in-game.]]&lt;br /&gt;
[[File:RoN Mk18 ads.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN Mk18 magcheck.jpg|thumb|600px|none|Checking the magazine.]]&lt;br /&gt;
[[File:RoN Mk18 midload.jpg|thumb|600px|none|Tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==G36C carry handle==&lt;br /&gt;
[[File:ReadyOrNotG36CExternalPicture.jpg|thumb|none|600px|A SWAT Officer firing a G36C. This is not the G36C model featured in the PVP Build, as it has a full-sized rail. It also has the original style of handguards.]]&lt;br /&gt;
[[File:RoN G36C CH (1).jpg|thumb|none|600px|The G36C with the carry handle restored thanks to a mod.]]&lt;br /&gt;
[[File:RoN G36C CH (2).jpg|thumb|none|600px|And as seen in first person.]]&lt;br /&gt;
[[File:RoN G36C CH (3).jpg|thumb|none|600px|Aiming with the original sights.]]&lt;br /&gt;
&lt;br /&gt;
=Removed/In-Dev Weapons=&lt;br /&gt;
&amp;lt;!--A list of weapons featured in the PVP Build at its 2020 first release can be found [https://www.rogue-9.com/ready-or-not-alpha here].--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following weapons are weapons that were present in at least one released version of ''Ready or Not'' as a usable weapon, or was partially implemented as a player-usable weapon in the game files, but isn't usable in normal gameplay in the current (December 2022) Early Access build of ''Ready or Not''.&lt;br /&gt;
&lt;br /&gt;
The partially implemented weapons present in the game's files can be accessed through game mods. There are several different mods that unlock game file weapons, including the [https://www.nexusmods.com/readyornot/mods/402?tab=description Everything Unlocked] mod, which is used to unlock some of these weapons.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Prior to the January 2022 update, the [[Beretta 92FS]] appeared in ''Ready or Not'' under the incorrect name of &amp;quot;M9A1&amp;quot;. It was replaced by the Beretta 92X Performance in the update.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotBeretta92FS.JPG|thumb|none|600px|An officer makes an arrest with his Beretta 92FS.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
A player-usable [[Glock 18]] can be found in the game files of the Early Access version.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18 (1).jpg|thumb|none|600px|The second-gen G18 accessed via modding.]]&lt;br /&gt;
[[File:RoN G18 (2).jpg|thumb|none|600px|The Glock 18 in-hand out in the shoothouse.]]&lt;br /&gt;
[[File:RoN G18 (3).jpg|thumb|none|600px|Drawing the Glock on the target's center mass.]]&lt;br /&gt;
[[File:RoN G18 (4).jpg|thumb|none|600px|The fire selector functions, although it doesn't actually move in-game.]]&lt;br /&gt;
[[File:RoN G18 (5).jpg|thumb|none|600px|Ammo-checking the Glock. The animations are a bit rough and lack polish.]]&lt;br /&gt;
[[File:RoN G18 (6).jpg|thumb|none|600px|Performing a tactical reload with the machine pistol.]]&lt;br /&gt;
[[File:RoN G18 (7).jpg|thumb|none|600px|And reloading on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] appeared in ''Ready or Not'' under the &amp;quot;G19&amp;quot; name, and was replaced by the 5th Gen Glock 19 in the update. It is equipped with Glock aftermarket 3-dot night sights. It's also seen in the hands of suspects.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNotGlockFirstPersonView.JPG|thumb|none|600px|A Glock 19 equipped with a silencer being held in the hands of a SWAT Officer at night in the first person point of view.]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|A Glock 19 in the hands of a SWAT Officer; this is a pre-release screenshot, showing the earlier version which has stock Glock &amp;quot;patridge&amp;quot; sights.]]&lt;br /&gt;
[[File:RoN G19gen4 menu.jpg|thumb|none|600px|An FBI Hostage Rescue Team operator holding his Glock 19 in the loadout menu.]]&lt;br /&gt;
[[File:RoN G19gen4 idle.jpg|thumb|none|600px|Holding a Glock 19 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19gen4 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19gen4 emptyreload.jpg|thumb|none|600px|Empty reload. Curiously enough, there is a &amp;quot;JAPAN&amp;quot; marking in place of the normal &amp;quot;AUSTRIA&amp;quot; marking on the slide.]]&lt;br /&gt;
[[File:RoN G19gen4 tan magcheck.jpg|thumb|none|600px|The player checks the remaining ammunition in his tan-framed Glock 19. The &amp;quot;JAPAN&amp;quot; marking can also be found on the magazine.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P250 Compact===&lt;br /&gt;
A [[SIG-Sauer P250 Compact]] is found in the current June 2022 build as a mostly finished sidearm. It is apparently replaced during the development of the November 2022 Adam update, by the SIG-Sauer P229 Legion.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|350px|none|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:RoN P250 (1).jpg|thumb|none|600px|The P250 in the selection table.]]&lt;br /&gt;
[[File:RoN P250 (2).jpg|thumb|none|600px|And as seen in gameplay.]]&lt;br /&gt;
[[File:RoN P250 (3).jpg|thumb|none|600px|The P250's sights.]]&lt;br /&gt;
[[File:RoN P250 (4).jpg|thumb|none|600px|The officer checking a full magazine.]]&lt;br /&gt;
[[File:RoN P250 (5).jpg|thumb|none|600px|Tactically-reloading the P250.]]&lt;br /&gt;
[[File:RoN P250 (6).jpg|thumb|none|600px|Racking the slide on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===STI Tactical DS===&lt;br /&gt;
An [[STI 1911 Series|STI Tactical DS]] appeared in the 2020 PVP Build as the &amp;quot;M2011&amp;quot;. It has apparently been replaced by the Colt M45A1.&lt;br /&gt;
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge for reference - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
===Walther P99===&lt;br /&gt;
The [[Walther P99]] appeared as a usable weapon in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
[[File:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[File:RoN P99 (1).jpg|thumb|none|600px|The Walther in the loadout menu.]]&lt;br /&gt;
[[File:RoN P99 (2).jpg|thumb|none|600px|Here, an officer does his [[Pierce Brosnan]] imitation in the shoothouse, although without the teacup grip.]]&lt;br /&gt;
[[File:RoN P99 (3).jpg|thumb|none|600px|Aiming the P99.]]&lt;br /&gt;
[[File:RoN P99 (4).jpg|thumb|none|600px|The officer inspects the magazine while wondering if Q Branch provided special ammunition.]]&lt;br /&gt;
[[File:RoN P99 (5).jpg|thumb|none|600px|Changing out mags.]]&lt;br /&gt;
[[File:RoN P99 (6).jpg|thumb|none|600px|Loading up the Walther from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===FN P90 (old model)===&lt;br /&gt;
The FN P90 appears being used by SWAT members in several pre-release media. A usable form can be found in the Early Access version's game files.&lt;br /&gt;
&lt;br /&gt;
The P90 added to the game proper in November 2022 features a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90 (1).jpg|thumb|none|600px|Previewing the P90TR.]]&lt;br /&gt;
[[File:RoN P90 (2).jpg|thumb|none|600px|Observing a busted door with the P90.]]&lt;br /&gt;
[[File:RoN P90 (3).jpg|thumb|none|600px|ADS with the folding iron sights.]]&lt;br /&gt;
[[File:RoN P90 (4).jpg|thumb|none|600px|Ammo-checking simply consists of looking at the solid magazine. The P90 also has a functioning selector.]]&lt;br /&gt;
[[File:RoN P90 (5).jpg|thumb|none|600px|The P90's reload.]]&lt;br /&gt;
[[File:RoN P90 (6).jpg|thumb|none|600px|Charging the action.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
A usable [[Smith &amp;amp; Wesson 76]] (currently a suspect weapon) appears in the game files. &lt;br /&gt;
[[File:S&amp;amp;W M76.jpg|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm]]&lt;br /&gt;
[[File:RoN S&amp;amp;W 76 (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appeared as a usable weapon in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:RoN MPL (1).jpg|thumb|none|600px|The Walther MPL in the customization menu.]]&lt;br /&gt;
[[File:RoN MPL (2).jpg|thumb|none|600px|Drawing the MPL - the operator locks the bolt open.]]&lt;br /&gt;
[[File:RoN MPL (3).jpg|thumb|none|600px|Holding the MPL upon the shoothouse's long hall.]]&lt;br /&gt;
[[File:RoN MPL (4).jpg|thumb|none|600px|Aiming with the blocky sights.]]&lt;br /&gt;
[[File:RoN MPL (5).jpg|thumb|none|600px|Using the Walther's fire selector.]]&lt;br /&gt;
[[File:RoN MPL (6).jpg|thumb|none|600px|The charging handle is pulled at the start of empty reloads.]]&lt;br /&gt;
[[File:RoN MPL (7).jpg|thumb|none|600px|Changing out MPL magazines.]]&lt;br /&gt;
[[File:ReadyOrNotMPL.jpg|thumb|none|600px|A pre-release image of the MPL in the hands of an officer doing his best early 70s GSG-9 impression.]]&lt;br /&gt;
[[File:ReadyOrNotMPL3rdPerson.jpg|thumb|none|600px|A pre-release render of a SWAT officer with a MPL with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
A player-usable [[Saiga shotgun series|Izhmash KS-K]] can be found in the game files of the Early Access version.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN KS-K (1).jpg|thumb|none|600px|The KS-K shotgun in the loadout preview as accessed via a mod.]]&lt;br /&gt;
[[File:RoN KS-K (2).jpg|thumb|none|600px|Holding the KS-K on a corner of the shoothouse.]]&lt;br /&gt;
[[File:RoN KS-K (3).jpg|thumb|none|600px|The KS-K's sight picture.]]&lt;br /&gt;
[[File:RoN KS-K (4).jpg|thumb|none|600px|Performing ammo check with the magazine. The KS-K is also select fire capable, but is set to semi-auto by default.]]&lt;br /&gt;
[[File:RoN KS-K (5).jpg|thumb|none|600px|Reloading the shotgun after testing the bullet-proof window. The giant magazines mean the KS-K has a notably less tacticool reload.]]&lt;br /&gt;
[[File:RoN KS-K (6).jpg|thumb|none|600px|Dumping out an empty mag...]]&lt;br /&gt;
[[File:RoN KS-K (7).jpg|thumb|none|600px|...and chambering after loading in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 500===&lt;br /&gt;
A high-capacity [[Mossberg 500]] appeared as the &amp;quot;M590&amp;quot; in the 2020 PVP build.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 500 &amp;quot;Less Lethal&amp;quot;===&lt;br /&gt;
A green-colored less lethal version of the Mossberg 500 appeared as the &amp;quot;590A Less Lethal&amp;quot; in the 2020 PVP build.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 ===&lt;br /&gt;
In the 2020 PVP build, a fix-stocked Remington 870 appeared as the &amp;quot;870 MCS&amp;quot;. This weapon is not usable in the Early Access game, but appears as a suspect weapon.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]] appeared in the 2020 PVP build, misnamed as the &amp;quot;AK-102&amp;quot;. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files. It has a set of TDI Arms handguards.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:RoN AK-101 (1).jpg|thumb|none|600px|A preview of the AK-101 rifle.]]&lt;br /&gt;
[[File:RoN AK-101 (2).jpg|thumb|none|600px|A SWAT member brandishes the AK-101 on a belligerent carboard target.]]&lt;br /&gt;
[[File:RoN AK-101 (3).jpg|thumb|none|600px|The AK's sights, fairly standard.]]&lt;br /&gt;
[[File:RoN AK-101 (4).jpg|thumb|none|600px|Setting the selector to semi-auto.]]&lt;br /&gt;
[[File:RoN AK-101 (5).jpg|thumb|none|600px|The officer inspects the 5.56 magazine, grateful for not having to deal with the logistics of a 5.45 rifle.]]&lt;br /&gt;
[[File:RoN AK-101 (6).jpg|thumb|none|600px|Reloads involve sandwiching both mags together.]]&lt;br /&gt;
[[File:RoN AK-101 (7).jpg|thumb|none|600px|When empty, the officer kicks out the spent mag with a new one.]]&lt;br /&gt;
[[File:RoN AK-101 (8).jpg|thumb|none|600px|Followed by the now-ubiquitous underhand rechambering style.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
A somewhat complete [[AK-103]] type rifle is usable via mods in the June 2022 version of the game.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|450px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AK-103 (1).jpg|thumb|none|600px|The AK-103 on the loadout table - note the fixed stock.]]&lt;br /&gt;
[[File:RoN AK-103 (2).jpg|thumb|none|600px|The initial draw animation involves loading in the magazine...]]&lt;br /&gt;
[[File:RoN AK-103 (3).jpg|thumb|none|600px|...and chambering the AK-103.]]&lt;br /&gt;
[[File:RoN AK-103 (4).jpg|thumb|none|600px|Holding the AK-103 in something of a closet in the shoothouse.]]&lt;br /&gt;
[[File:RoN AK-103 (5).jpg|thumb|none|600px|Aiming the AK.]]&lt;br /&gt;
[[File:RoN AK-103 (6).jpg|thumb|none|600px|The AK-103's tactical reload.]]&lt;br /&gt;
[[File:RoN AK-103 (7).jpg|thumb|none|600px|And its empty reload, similar the AK-101 though the animations are a bit unpolished.]]&lt;br /&gt;
&lt;br /&gt;
===Armalite AR-18===&lt;br /&gt;
The [[Armalite AR-18]] appeared in the 2020 PVP Build. It was apparently replaced by the Brownells BRN-180S in the Early Access version.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
The [[FN FAL]] appeared in earlier versions of the PVP Build; like the M16A4, it seems to have been replaced during development, by the SA58.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An FAL being held by a SWAT Officer, fitted with a DSA railed top cover. In the PVP Build, the whole foreend is railed too.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L (unmodified)===&lt;br /&gt;
An [[FN SCAR-L]] with a long barrel and without built-in rail and stock customizations appeared in the 2020 PVP Build as the &amp;quot;SCAR-L&amp;quot;. The SCAR-L is featured in the 2021 Early Access, but is a CQC variant, and features custom rails and stock by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|none|450px|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotScarFirstPerson.JPG|thumb|600px|none|An in-dev SCAR-L equipped with a Trijicon MRO red dot sight.]]&lt;br /&gt;
[[File:ReadyOrNotScarLThirdPerson.jpg|thumb|600px|none|A SWAT Officer holding a SCAR. It is equipped with a modified EoTech MPO III Hybrid Sight, a vertical grip, and an AN/PEQ-15 laser.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] appeared as a usable weapon in the 2020 PVP build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN G3A3 (1).jpg|thumb|none|600px|Preview of the G3A3 battle rifle.]]&lt;br /&gt;
[[File:RoN G3A3 (2).jpg|thumb|none|600px|Initially-equipping the G3A3 - the officer works the action.]]&lt;br /&gt;
[[File:RoN G3A3 (3).jpg|thumb|none|600px|Holding the G3 upon a window in the shoothouse.]]&lt;br /&gt;
[[File:RoN G3A3 (4).jpg|thumb|none|600px|Checking the G3's sights against the glass.]]&lt;br /&gt;
[[File:RoN G3A3 (5).jpg|thumb|none|600px|Setting the selector to automatic.]]&lt;br /&gt;
[[File:RoN G3A3 (6).jpg|thumb|none|600px|The G3's mag-check animation.]]&lt;br /&gt;
[[File:RoN G3A3 (7).jpg|thumb|none|600px|Swapping out the large G3 magazines during a tactical reload.]]&lt;br /&gt;
[[File:RoN G3A3 (8).jpg|thumb|none|600px|Upon empty, the bolt is locked back.]]&lt;br /&gt;
[[File:RoN G3A3 (9).jpg|thumb|none|600px|The user loads in a new one and then slaps the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
===M14===&lt;br /&gt;
A short-barreled [[M14]] is featured in the 2020 PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 (1).jpg|thumb|none|600px|The M14 as seen in the weapon selection.]]&lt;br /&gt;
[[File:RoN M14 (2).jpg|thumb|none|600px|It can be equipped with a SOCOM 16 style short barrel customization.]]&lt;br /&gt;
[[File:RoN M14 (3).jpg|thumb|none|600px|The M14 rifle in-game.]]&lt;br /&gt;
[[File:RoN M14 (4).jpg|thumb|none|600px|Looking through the M14's classic irons.]]&lt;br /&gt;
[[File:RoN M14 (5).jpg|thumb|none|600px|Inspecting the magazine, full of 7.62x51mm.]]&lt;br /&gt;
[[File:RoN M14 (6).jpg|thumb|none|600px|The M14's reload, the magazine release is pressed and then the operator pulls out the mag and loads in a new one.]]&lt;br /&gt;
[[File:RoN M14 (7).jpg|thumb|none|600px|From empty, it has an AK-like reload where the old mag is knocked out.]]&lt;br /&gt;
[[File:RoN M14 (8).jpg|thumb|none|600px|Sending the bolt home with the right hand.]]&lt;br /&gt;
[[File:ReadyOrNot m14.jpg|thumb|none|600px|A pre-release screenshot of an officer clearing a stairwell with the M14.]]&lt;br /&gt;
[[File:ReadyOrNotM14ThirdPerson.JPG|thumb|none|600px|An early render of a M14 in the hands of an officer.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] appeared in earlier versions of the PVP Build. It is not a standard usable weapon in the Early Access builds, but a usable form can still be found in the game files.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with A2 handguards - 5.56x45mm]]&lt;br /&gt;
[[File:RoN M16A4 (1).jpg|thumb|none|600px|Previewing the M16A4.]]&lt;br /&gt;
[[File:RoN M16A4 (2).jpg|thumb|none|600px|Charging the M16A4 in its draw animation.]]&lt;br /&gt;
[[File:RoN M16A4 (3).jpg|thumb|none|600px|Holding the M16 on a close target.]]&lt;br /&gt;
[[File:RoN M16A4 (4).jpg|thumb|none|600px|The sights aren't aligned when aimed; the officer just peers clear over the front sight.]]&lt;br /&gt;
[[File:RoN M16A4 (5).jpg|thumb|none|600px|Ammo-checking the aluminum mag.]]&lt;br /&gt;
[[File:RoN M16A4 (6).jpg|thumb|none|600px|Reloading with both mags clasped together.]]&lt;br /&gt;
[[File:RoN M16A4 (7).jpg|thumb|none|600px|The bolt release is thumbed if empty.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1===&lt;br /&gt;
The [[M4A1]] model in the PVP build was an actual M4A1 rather than a [[Mk 18 Mod 0]] (as it appeared in the Early Access build), identifiable by its barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
A player-usable [[M24 Sniper Weapon System]] can be found in the game files of the Early Access version.&lt;br /&gt;
&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 (1).jpg|thumb|none|600px|The M24 rifle as seen with the aid of a mod.]]&lt;br /&gt;
[[File:RoN M24 (2).jpg|thumb|none|600px|Ditto, this time with an actual scope equipped.]]&lt;br /&gt;
[[File:RoN M24 (3).jpg|thumb|none|600px|The draw animation shows the scope caps being unfolded irregardless of whether or not it is actually equipped.]]&lt;br /&gt;
[[File:RoN M24 (4).jpg|thumb|none|600px|The M24 rifle inside the shoothouse's early hallway.]]&lt;br /&gt;
[[File:RoN M24 (5).jpg|thumb|none|600px|An attempt at aiming the mostly sightless rifle.]]&lt;br /&gt;
[[File:RoN M24 (6).jpg|thumb|none|600px|Chamber-checking also reveals its fairly incomplete status, as there isn't an actual cartridge modeled yet.]]&lt;br /&gt;
[[File:RoN M24 (7).jpg|thumb|none|600px|Cycling the M24...]]&lt;br /&gt;
[[File:RoN M24 (8).jpg|thumb|none|600px|...and reloading it round by round. These animations are mostly complete other than again lacking modeled ammunition.]]&lt;br /&gt;
[[File:RoN M24 (9).jpg|thumb|none|600px|Drawing the scoped M24 on the green light range - again, the caps are static and unfolded already.]]&lt;br /&gt;
[[File:RoN M24 (10).jpg|thumb|none|600px|Attempting to sight it in reveals the eye relief is also way off currently.]]&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
===TAC 700===&lt;br /&gt;
The TAC 700, a [[Air Guns#Tippmann A-5|Tippmann A-5]] paintball gun modified into a pepperball gun sold by PepperBall Technologies, Inc., appears as a primary weapon under the name &amp;quot;TAC700&amp;quot;. It, like the SWAT 4 &amp;quot;Pepperball Gun&amp;quot; shoots OC filled pepperballs, and with full auto and good controllability is a very effective gun for incapacitating suspects without killing them. From the June 2022 update, the pepperball gun was removed from the game and currently it is uncerteain if it will return in the future.&lt;br /&gt;
[[File:TippmannA-5.jpg|thumb|400px|none|Tippmann A-5 Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:ReadyOrNotPepperBallThird.JPG|thumb|none|500px|A SWAT Officer holding a Tippman Pepperball gun; note the lack of a stock.]]&lt;br /&gt;
&lt;br /&gt;
=Planned Weapons=&lt;br /&gt;
The following weapons are weapons that the game's developers have stated their intention to add to the game, but are currently (Nov 8 2022 build, Adam update) not present as usable weapons (either in normal gameplay or in game files) in any current or previous version of the game.&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] is planned weapon that will be added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP will be added in version 1.0.&lt;br /&gt;
[[Image:Hk ump9.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] will be added in 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M40==&lt;br /&gt;
The [[Remington 700]] was planned to appear in the game in a usable form. According to self-contradictory poorly-written historical IMFDB documentation, it would've been either been made available to the player as the &amp;quot;[[M40 Sniper Rifle|M40]]&amp;quot;, or was exclusive to remote controlled Police Sniper Units; neither are currently (Nov 8 2022) implemented into the game, and the gun currently appears in-game (as the M24 SWS) as a piece of evidence.&lt;br /&gt;
&lt;br /&gt;
A standard police style 700 does appear in the [https://www.youtube.com/watch?v=z2FTd1uOEzQ&amp;amp;t=129s&amp;amp;ab_channel=VOIDInteractive &amp;quot;No Room for Civility&amp;quot; tie-in video].&lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyOrNotHDSniperPictureScaledDown.jpg|thumb|none|600px|A two man sniper team equipped with the M40. This is the only released picture of the M40.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX SBR==&lt;br /&gt;
A first-generation-like [[SIG-Sauer MCX]] SBR will be added in version 1.0.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LVAR&amp;quot;==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is inspired from the SIG-Sauer Low Visibility Assault Weapon (LVAW), using an first generation MCX upper and a second generation lower, with the rest of the parts taken from the LVAW. It will be added in version 1.0.&lt;br /&gt;
[[File:MCX LVAW (1).jpg|thumb|none|450px|SIG-Sauer Low Visibility Assault Weapon (LVAW) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
The [[Thales F90]] will be added in version 1.0.&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===EOTech ???===&lt;br /&gt;
Either an Eotech 512 or Eotech 552 holographic sight was seen in pre release materials, but has since been removed/cut from the game.&lt;br /&gt;
&lt;br /&gt;
===EOTech EXPS3===&lt;br /&gt;
The EOTech EXPS3 is featured as the &amp;quot;Holosight EXPS3&amp;quot; attachment and with a fictionalized &amp;quot;LEOTEC&amp;quot; brand. It can be attached to many assault rifles and submachine guns.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom===&lt;br /&gt;
The Vortex Venom red dot sight is available. Interestingly, it is depicted with its proper &amp;quot;VENOM 3MOA&amp;quot; markings even though the brand logo is replaced with a fictional brand.&lt;br /&gt;
&lt;br /&gt;
===Trijicon MRO===&lt;br /&gt;
The Trijicon MRO red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRS===&lt;br /&gt;
The Trijicon SRS red dot sight is available. It can be attached to many assault rifles and submachine guns. Some weapons are fitted with the Unity FAST Optic Riser to make the red dot higher than the iron sight.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint T-2===&lt;br /&gt;
The Aimpoint T-2 Red Dot Sight is featured as the &amp;quot;MicroT2&amp;quot; attachment and can be used on assault rifles and submachine guns. When mounted on an assault rifle, the LaRue LT660 mount is fitted, while for submachine guns, it is the LaRue LT661 low mount with the Unity FAST Optic Riser.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Comp M5===&lt;br /&gt;
The Aimpoint Comp M5 red dot sight is available as the &amp;quot;M5B&amp;quot; attachment and can only be used on assault rifles. This dot sight will be fitted with an Aimpoint LRP mount.&lt;br /&gt;
&lt;br /&gt;
===EoTech MPO III Hybrid Sight===&lt;br /&gt;
The EoTech MPO III Hybrid Sight was featured in pre release material, but has since been cut/removed from the game.&lt;br /&gt;
&lt;br /&gt;
===Trijicon RMR===&lt;br /&gt;
The Trijicon RMR red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRO===&lt;br /&gt;
The Trijicon SRO red dot sight is available.&lt;br /&gt;
&lt;br /&gt;
===Sightmark Sure Shot===&lt;br /&gt;
The Sightmark Sure Shot red dot sight is featured. Its brand and logo are parodied as &amp;quot;Viewmark&amp;quot;. Has been removed from the game.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpecterDR===&lt;br /&gt;
The ELCAN SpecterDR is available as the &amp;quot;SDR 1-4X&amp;quot; attachment.&lt;br /&gt;
[[File:RoN SpecterDR idle.jpg|thumb|600px|none|The SpecterDR mounted on a Mk16 SCAR.]]&lt;br /&gt;
[[File:RoN SpecterDR ads.jpg|thumb|600px|none|Aiming down sight. ]]&lt;br /&gt;
[[File:RoN SpecterDR ads buis.jpg|thumb|600px|none|Aiming down sight with back up sight.]]&lt;br /&gt;
&lt;br /&gt;
===Nightforce ATACR 1-8x24mm===&lt;br /&gt;
The Nightforce ATACR LPVO is available as the &amp;quot;ATAK-R 1-12X&amp;quot; attachment. The scope magnification cannot be changed, although a key bind for point shooting with either an IR or visible light laser can be set up.&lt;br /&gt;
[[File:RoN ATACR idle.jpg|thumb|600px|none|The NF ATACR mounted on a HK416. Note the Geissele Automatics Super Precision Mount on the ATACR scope.]]&lt;br /&gt;
[[File:RoN ATACR ads.jpg|thumb|600px|none|Aiming down sight. The incorrect SpecterDR reticle is shown.]]&lt;br /&gt;
[[File:RoN ATACR ads 1x.jpg|thumb|600px|none|Combination of 1x mode and laser sight.]]&lt;br /&gt;
&lt;br /&gt;
==Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
===AN/PEQ-15 ATPIAL===&lt;br /&gt;
The AN/PEQ-15 ATPIAL is available as the &amp;quot;PEQ-15 IR Laser&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===B.E.Meyers MAWL===&lt;br /&gt;
The B.E.Meyers MAWL laser sight is available as the &amp;quot;MAULT IR Laser&amp;quot; attachment.&lt;br /&gt;
[[File:RoN MAWL.jpg|thumb|600px|none|Close up of the MAWL mounted on a Mk16 SCAR. The &amp;quot;MAUL-T1+&amp;quot; marking is a parody of the &amp;quot;MAWL-C1+&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Steiner CQBL-1===&lt;br /&gt;
The Steiner CQBL-1 laser sight can be used on assault rifles and submachine guns. &lt;br /&gt;
[[File:RoN CQBL1.jpg|thumb|600px|none|Close up of the CQBL-1 mounted on a Mk16 SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===Surefire M600V Scout Light===&lt;br /&gt;
The Surefire M600V Scout Light is featured as the &amp;quot;M600V Flashlight&amp;quot; attachment.&lt;br /&gt;
[[File:RoN M600V.jpg|thumb|600px|none|The Surefire M600V mounted on a Mk18.]]&lt;br /&gt;
[[File:RoN M600V 3rdperson.jpg|thumb|600px|none|The &amp;quot;Surefire&amp;quot; marking can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===SilencerCo ASR===&lt;br /&gt;
The SilencerCo ASR muzzle brake is featured as the &amp;quot;ASR Brake&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===Surefire SFMB===&lt;br /&gt;
The Surefire SFMB-556-1/2x28 muzzle brake is featured as the &amp;quot;SFMB Brake&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===Surefire SOCOM556 RC2===&lt;br /&gt;
The Surefire SOCOM556 RC2 suppressor is available as the &amp;quot;SOCOM 556 Suppressor&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===SilencerCo Harvester===&lt;br /&gt;
The SilencerCo Harvester suppressor is available as the &amp;quot;Harvester Suppressor&amp;quot; attachment. It is a rifle suppressor, but in the current build it can only be used with MPX 9mm submachine guns.&lt;br /&gt;
&lt;br /&gt;
===SilencerCo Osprey===&lt;br /&gt;
The SilencerCo Osprey suppressor is available as the &amp;quot;Large Suppressor&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
===PBS-1===&lt;br /&gt;
The PBS-1 suppressor is featured and can only be used for SLR47.&lt;br /&gt;
&lt;br /&gt;
==Foregrips==&lt;br /&gt;
===BCM Gunfighter Foregrip===&lt;br /&gt;
The BCM Gunfighter Foregrip is available as the &amp;quot;Combat Grip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===KAC Foregrip===&lt;br /&gt;
The KAC foregrip is featured as the &amp;quot;Control Grip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Strike Industries Cobra Tactical Fore Grip===&lt;br /&gt;
The Strike Industries Cobra Tactical Fore Grip is available as the &amp;quot;Speed Grip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==We are coordinating the editing of this page in the Ready or Not Discord==&lt;br /&gt;
&lt;br /&gt;
https://discord.gg/readyornot&lt;br /&gt;
&lt;br /&gt;
[[User:Childworker|Childworker]] ([[User talk:Childworker|talk]]) 20:59, 27 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gameplay trailer ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=JcA7Nwa1L9I&amp;amp;feature=youtu.be &lt;br /&gt;
--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:25, 7 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Assault rifle section rework ==&lt;br /&gt;
&lt;br /&gt;
Made an overhaul to assault rifle section to represent what's in-game at this point of time. &amp;lt;br&amp;gt;&lt;br /&gt;
Also have to note that G36C, FN SCAR-L, M14 and full-sized FN FAL are either suspect-only weapons at this point (this need confirmation) or scrapped from the game entirely.--[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 16:59, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== AR-15 style rifles identification ==&lt;br /&gt;
&lt;br /&gt;
Also, need some help indentifying the AR-15 variants appearing in game&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|An &amp;quot;SR-16&amp;quot; - 5,56x45mm NATO]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|An &amp;quot;SBR-300&amp;quot; - .300 Blackout]]&lt;br /&gt;
anybody have any ideas on these? --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 17:02, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
The first one is a Knight Armanent Company SR-16 with their URX 3.1 railed handguard, KAC folding front and rear sights and a Magpul MOE grip and CTR stock. Effectively just a standard SR-16 with a few added parts on the back. The SBR-300 is a mix-master of a gun, although it seems to mostly be made to look like the Wilson Combat SBR Tactical, given the .300 Blackout chambering. The lower matches, same with the upper receiver and handguard. I think it's even got the same sort of weird texture WC puts on their handguards, and the stock is the same. Only non-WC parts on it is the Radian charging handle and the same KAC folding sights as the SR-16. --[[User:PaperCake|PaperCake]] 17:15, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
: Thanks a lot! Updated the article accordingly --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 18:27, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
FYI I've seen a BRN-180 in [https://www.youtube.com/watch?v=8qFdiqGnBM4&amp;amp;t=370s&amp;amp;ab_channel=LewdSCP1471-A this video], guess it is probably the SWAT equivalent to the AR-180. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 2 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other Weapons == &lt;br /&gt;
&lt;br /&gt;
So I found a YouTube video that seemed to have pulled a lot of animations from the game for the weapons including both a few of the weapons that haven't been released as well as a few other ones that are, at least by their state in this video (without any firing or handling sounds) very early alpha material. Plus a few companion piece guns (A SWAT usable BRN-180, the P99, the MPL and S&amp;amp;W 76 and so on). I haven't included any of these on the main page that aren't already in the game as NPC suspect weapons, but does anyone know what these are used for? Was there some SWAT vs Suspect mode that got canned?&lt;br /&gt;
&lt;br /&gt;
Link to what I'm talking about: https://www.youtube.com/watch?v=8qFdiqGnBM4&lt;br /&gt;
&lt;br /&gt;
--[[User:PaperCake|PaperCake]] 23:45, 4 January 2022 (EST)&lt;br /&gt;
:Late reply, but there was this PVP build that was available to early backers a long time ago. I can't quite remember the details though, and I don't have the game myself to check. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:58, 17 January 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unusable Weapons section ==&lt;br /&gt;
&lt;br /&gt;
Some weapons that are available in the game files, and for which several are used by NPC suspects only, can actually be &amp;quot;unlocked&amp;quot; via a mod. I've already checked them out just for the fun of it and thought maybe add info and images, but I wanted to see what others think about this first, if it would be a nice addition to the page, or instead wait for the weapons to be officially released in the future as usable ones. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 16:16, 4 July 2022 (EDT)&lt;br /&gt;
:Modded content is not official content and should not be included in the page. Document firearm appearances exactly as they appear in the game proper. If a gun is not usable, using mods to pretend that it is usable is misinforming the readers. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 6 July 2022 (EDT)&lt;br /&gt;
::I see what you mean, but technically these guns are presumably intended to be usable (perhaps in the future as mentioned) and were not created by third-party creators, rather by the devs and are part of the game's files. They also have their own proper models and animations (though still a work-in-progress). The mod I mentioned only provides the ability to make these weapons usable and functional by players, therefore it is not entirely pretend or not proper. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:16, 6 July 2022 (EDT)&lt;br /&gt;
::: I've thought about it some more. I think that it'll be OK to document as long as you make a proper disclaimer for it (describe what mod are you using and how does it impact the game), and document it on the talk page, it should be OK. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:35, 6 July 2022 (EDT)&lt;br /&gt;
::::Actually you're right, didn't think about it... Adding a new section here in the talk page (instead in the main) with at least one screenshot for each of those weapons using the mod, might be right for starters and continue from there. Although I noticed there's aleady a section here called ''&amp;quot;Other Planned Weapons&amp;quot;'', but I'll take your advise on that and work on it. I hope others will give their own opinion on the topic regardless. I Thank you for your own input, btw. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 17:05, 6 July 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help Identifying New AR-15 ==&lt;br /&gt;
&lt;br /&gt;
As part of the June 2022 update, one of the new NPC-only weapons added to the game is a customized AR-15 platform used by the suspects in the Brisa Cove mission. Couldn't manage to figure what model, so I'll appreciate the help. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 12:12, 6 July 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:RoN AR15 1.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:RoN AR15 2.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:RoN AR15 3.jpg|thumb|600px|none]]&lt;br /&gt;
:It's a [https://www.tactical-life.com/firearms/csr-1516-hot-blooded-cool-colt-rifle/ Colt CSR-1516], except it has a standard upper receiver with a forward assist.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:27, 6 July 2022 (EDT)&lt;br /&gt;
::Thank you! --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 09:03, 7 July 2022 (EDT)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1631990</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1631990"/>
		<updated>2023-11-30T15:15:51Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Dead Trigger 1 reference list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tournament (Tier 29) ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - that one crossbow from CSO&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* MP5K - ditto&lt;br /&gt;
* Uzi - ditto&lt;br /&gt;
* MAT 49 - ditto&lt;br /&gt;
* MP 40 - ditto&lt;br /&gt;
* PP-19 Bizon - ditto&lt;br /&gt;
* Spagin - PPsH&lt;br /&gt;
* Sten Mk II Silenced - ditto&lt;br /&gt;
* UMP9 - namesake (suppressed)&lt;br /&gt;
* &amp;quot;Gecko&amp;quot; - Vector (with muzzle striking piece)&lt;br /&gt;
* P90 - P90 TR (same as DT1)&lt;br /&gt;
* Kriss Vector - ditto (unknown version)&lt;br /&gt;
* Scorpion Evo - ditto &lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* CZ 75 - ditto&lt;br /&gt;
* LAR Grizzly - ditto&lt;br /&gt;
* Glocks - GLock 17(?)&lt;br /&gt;
* Walther PPK - namesake&lt;br /&gt;
* Desert Eagle - XIX deag, but gold&lt;br /&gt;
* &amp;quot;Wolf Lady&amp;quot; - XIX deagle with compensator cuts and 'murica grip&lt;br /&gt;
* Alien Gun (Area 51 Gun) - ???&lt;br /&gt;
* Peacemaker - SAA&lt;br /&gt;
* Rhino 60DS - Chiappa Rhino 60DS&lt;br /&gt;
* &amp;quot;Tempest&amp;quot; - fictional&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ====&lt;br /&gt;
* M-16 Carbine - M16&lt;br /&gt;
* AK 74 - AKS-74U&lt;br /&gt;
* Colt M4 - M4 (same as DT1)&lt;br /&gt;
* FN F2000 - F2000 TR&lt;br /&gt;
* SA80 - L22A2&lt;br /&gt;
* FN FAL - namesake (with wood furniture)&lt;br /&gt;
* Scar Assault Rifle - SCAR-H (but camo'd and with EOTECH)&lt;br /&gt;
* &amp;quot;Annihilator&amp;quot; - M4 but with an AK front-end&lt;br /&gt;
* Tavor TAR-21 - namesake&lt;br /&gt;
* XM8 - ditto&lt;br /&gt;
* Steyr AUG - cursed AUG A?1/2&lt;br /&gt;
* &amp;quot;Metal Storm&amp;quot; - ??? (unrelated to the actual metal storm weapons)&lt;br /&gt;
* Taurus CT G2 - [[:File:Taurus_CT9_G2.jpg|Taurus CT9 G2]]&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* M1 Garand - ditto&lt;br /&gt;
* Winchester 94 - ditto?&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Ithaca - ditto&lt;br /&gt;
* &amp;quot;Quad Damage&amp;quot; - quad barrel shotgun (diagonal formation)&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* Coach Shotgun - SBS long hammered shotgun&lt;br /&gt;
* &amp;quot;Blunderbuss&amp;quot; - fictional&lt;br /&gt;
* Beneli 828U - ditto&lt;br /&gt;
* SPAS - ditto&lt;br /&gt;
* KSG - ditto&lt;br /&gt;
* Jackhammer - ditto&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - portable M134&lt;br /&gt;
* Lewis - Lewis Gun (same as DT1)&lt;br /&gt;
* &amp;quot;Vulcan&amp;quot; - comical M134 portable&lt;br /&gt;
* Heavy MG Type 92 - ditto?&lt;br /&gt;
* MAC 1931 - &lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* MGL - 140 - MGL Mk 1 (same as DT1)&lt;br /&gt;
* Grenade Launcher - China Lake&lt;br /&gt;
* Rocket Launcher - M202 FLASH (firing HE, as always...)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1631987</id>
		<title>User:XSlayer300/Sandbox 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:XSlayer300/Sandbox_2&amp;diff=1631987"/>
		<updated>2023-11-30T14:36:50Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Contract Killer: SNIPER reference list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one for mobile games, which will be referenced here in a list as they're not eligible in main articles. Do feel free to suggest what weapons they are in the discussion/my talk page!&lt;br /&gt;
&lt;br /&gt;
== Sniper 3D reference list ==&lt;br /&gt;
Weapons are divided into Sniper Rifles, Assault Rifles, Shotguns and Pistols. The former two categories are a misnomer as the former includes certain battle rifles and assault rifles and the latter including submachine guns.&lt;br /&gt;
&lt;br /&gt;
Likely due to the sniping focus in the game, almost ''every'' weapon included in this game as a form of variable-zoom scope and without upgrades, it contains a ''paltry'' magazine size compared to the real weapon by default.&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
* Hunting Rifle - Kar98k&lt;br /&gt;
* IPR2A1 - Lee-Enfield&lt;br /&gt;
* Mosin Sagant - Mosin Nagant&lt;br /&gt;
* Dragon-SVD - SVD Dragunov&lt;br /&gt;
* Golden HKSL8 - SL8 (but gold)&lt;br /&gt;
&lt;br /&gt;
* PDW19 - F2000&lt;br /&gt;
* UAG55 - AUG A2&lt;br /&gt;
&lt;br /&gt;
* GA12-BKL - Remington 870 &lt;br /&gt;
&lt;br /&gt;
* 9mm PDW - Glock 17&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
* ArticWP - AWP (or AWM)&lt;br /&gt;
* LRL308 - (AR variant with no forward assist)&lt;br /&gt;
* Assault S50 - AS50&lt;br /&gt;
&lt;br /&gt;
* PDW-Semi22 - AR variant (HK416 stock and grip)&lt;br /&gt;
* GKA-12 - AK12&lt;br /&gt;
&lt;br /&gt;
* SPSA 12 - SPAS-12 (stock unfolded)&lt;br /&gt;
&lt;br /&gt;
* P622 - P226&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 ===&lt;br /&gt;
* APR308 - B&amp;amp;T APR .308&lt;br /&gt;
* K84M Tactical - Kimber 8400 Tactical (scaled up to .50 BMG)&lt;br /&gt;
* M107 - M107&lt;br /&gt;
&lt;br /&gt;
* G-36 - G36C&lt;br /&gt;
* Heavy Scar AR - SCAR-H&lt;br /&gt;
&lt;br /&gt;
* S114 - M1014&lt;br /&gt;
&lt;br /&gt;
* CA .38 - Raging Bull&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 ===&lt;br /&gt;
* AAW50 PDR - Vintorez (but stripped)&lt;br /&gt;
* .308 AW Rifle - (.50? AR variant but with a bolt handle)&lt;br /&gt;
* APR Tactical - Barrett MRAD&lt;br /&gt;
&lt;br /&gt;
* AKG-468 - G36C + AK12 hybrid&lt;br /&gt;
* Battle Scar - Enlarged AR-15 variant (and crap)&lt;br /&gt;
&lt;br /&gt;
* Banelli - (some large shotgun, not a KS-23)&lt;br /&gt;
&lt;br /&gt;
* OW-PDW - Glock + Hi-Point/S&amp;amp;W Sigma&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 ===&lt;br /&gt;
* SRS - Desert Tech SRS&lt;br /&gt;
* SV98 - ditto&lt;br /&gt;
* Wader 2000 - WA2000&lt;br /&gt;
&lt;br /&gt;
* Heavy AR - SCAR-H but butchered&lt;br /&gt;
* AR Battel PDW - AR-15 variant (butchered)&lt;br /&gt;
&lt;br /&gt;
* Short12 - Stockless and shortened M1014&lt;br /&gt;
&lt;br /&gt;
* Compact 44 - Raging Judge&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 ===&lt;br /&gt;
* DSR1 - DSR-50&lt;br /&gt;
* HKSL8 - SL8&lt;br /&gt;
* TS500 - Orsis T-5000&lt;br /&gt;
&lt;br /&gt;
* MG5 - MP5K&lt;br /&gt;
* Kriss Vector - Vector&lt;br /&gt;
&lt;br /&gt;
* USAS-15 - UTS-15&lt;br /&gt;
&lt;br /&gt;
* Colt Python - Python &lt;br /&gt;
&lt;br /&gt;
=== Tier 7 ===&lt;br /&gt;
* M40A5 - M40A5&lt;br /&gt;
* Blaser - Blaser LRS2&lt;br /&gt;
&lt;br /&gt;
* Beret ARX100 - ARX-200 (but with a small round)&lt;br /&gt;
* KelTec - Kel-Tec RFB&lt;br /&gt;
&lt;br /&gt;
* SRM - M1216&lt;br /&gt;
&lt;br /&gt;
* AMT - AMT Automag&lt;br /&gt;
&lt;br /&gt;
=== Tier 8 ===&lt;br /&gt;
* M200 - Intervention&lt;br /&gt;
* PSG1 - PSG1&lt;br /&gt;
&lt;br /&gt;
* Famas G2 - FAMAS G2 &lt;br /&gt;
* IWI x95 - Tavor X95&lt;br /&gt;
&lt;br /&gt;
* AA12 - AA-12&lt;br /&gt;
&lt;br /&gt;
* Desert Eagle - Desert Eagle Mark (?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 9 ===&lt;br /&gt;
* LAR50bmg - LAR Grizzly Big Boar&lt;br /&gt;
* Fort301 - Fort 301 (Galil Sniper Rifle variant)&lt;br /&gt;
&lt;br /&gt;
* AK47 - AK47 (Type 2)&lt;br /&gt;
* M16A1 - M16A2&lt;br /&gt;
&lt;br /&gt;
* Striker - Street Sweeper&lt;br /&gt;
&lt;br /&gt;
* Magnum - (SW500?)&lt;br /&gt;
&lt;br /&gt;
=== Tier 10 ===&lt;br /&gt;
* PGW LRT3 - ditto&lt;br /&gt;
* M14 - M14 EBR&lt;br /&gt;
&lt;br /&gt;
* Beretta Cx4 Storm - Cx4 Storm&lt;br /&gt;
* SAR21 - SAR 21&lt;br /&gt;
&lt;br /&gt;
* M26 MASS - MASS&lt;br /&gt;
&lt;br /&gt;
* DL-44 Mauser - DL-44 (star wars)&lt;br /&gt;
&lt;br /&gt;
=== Tier 11 ===&lt;br /&gt;
* Zbroyar - Zbroyar Z-008 Tactical Pro&lt;br /&gt;
* HKSL81 - SL8 (but Asimov)&lt;br /&gt;
&lt;br /&gt;
* SA80 - L85A2 (but in a literal .22 LR magazine)&lt;br /&gt;
* STG44 - STG (but with extended mag and no sights)&lt;br /&gt;
&lt;br /&gt;
* Saiga 12 - Saiga 12 (but in a flame skin and a PU scope)&lt;br /&gt;
&lt;br /&gt;
* Claridge - Claridge Hi-Tec S9&lt;br /&gt;
&lt;br /&gt;
=== Tier 12 ===&lt;br /&gt;
* Vintorez - Vintorez VSS&lt;br /&gt;
* PTRS41 - PTRS-41 (but with a literal mag shoved and clipped in)&lt;br /&gt;
&lt;br /&gt;
* KAC-PDW -&lt;br /&gt;
* HKXM8 - XM8 (rifle variant)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty&lt;br /&gt;
&lt;br /&gt;
* Beretta Auto 9mm - Auto 9&lt;br /&gt;
&lt;br /&gt;
=== Tier 13 ===&lt;br /&gt;
* Orsis T5000 -&lt;br /&gt;
* Barrett M82A1 -&lt;br /&gt;
&lt;br /&gt;
* CZ805BREN -&lt;br /&gt;
* Bushmaster ACR -&lt;br /&gt;
&lt;br /&gt;
* KelTec-SH0 - KSG&lt;br /&gt;
&lt;br /&gt;
* Beretta U22 Neos - ditto&lt;br /&gt;
&lt;br /&gt;
=== Tier 14 ===&lt;br /&gt;
* Steyr Scout - Scout rifle&lt;br /&gt;
* Orca - DSR(1/50)&lt;br /&gt;
&lt;br /&gt;
* QBZ95 - QBZ95(?)&lt;br /&gt;
&lt;br /&gt;
* FNTPS - FN Tactical Police&lt;br /&gt;
&lt;br /&gt;
* Appa Rhionerus - Chippa Rhino&lt;br /&gt;
&lt;br /&gt;
=== Tier 15 ===&lt;br /&gt;
* Ruger M14 - Ruger 14&lt;br /&gt;
* Walter WA2000 - WA2000 (but in blue camo)&lt;br /&gt;
* M200 - Intervention (blue camo)&lt;br /&gt;
* Red Buck - K98K/MAS-36 hybrid&lt;br /&gt;
* Hopping Hare - Galil Sniper Rifle (but easter)&lt;br /&gt;
&lt;br /&gt;
* AKMS - AKMS&lt;br /&gt;
* Carrot Shooter - QBZ (but easter)&lt;br /&gt;
&lt;br /&gt;
* Serbu - Super Shorty (but easter)&lt;br /&gt;
&lt;br /&gt;
* Hare Head - Claridge Hi-Tec S9 (but easter)&lt;br /&gt;
&lt;br /&gt;
=== Tier 16 ===&lt;br /&gt;
* Remington 700 CDL -&lt;br /&gt;
* Fort Crimson - Galil Sniper Rifle (red camo)&lt;br /&gt;
&lt;br /&gt;
* Franchi SPAS15 - SPAS-15&lt;br /&gt;
&lt;br /&gt;
=== Tier 17 ===&lt;br /&gt;
* Chiappa X Caliber - M6 Aircrew Survival Weapon(-ish???)&lt;br /&gt;
* Blaser Two -&lt;br /&gt;
&lt;br /&gt;
* Vektor - CP1&lt;br /&gt;
&lt;br /&gt;
=== Tier 18 ===&lt;br /&gt;
* Gulf Remington - Remington 700 CDL&lt;br /&gt;
* Ruger - Ruger 10/22 (with a massive mag)&lt;br /&gt;
* HK147 - HK416&lt;br /&gt;
* Witchcraft - Zbroyar Z-008 Tactical Pro (but witchcrafted and surpressed)&lt;br /&gt;
&lt;br /&gt;
* Groza - OTS Groza&lt;br /&gt;
* Dark Phillip - Bushmaster ACR (with no safety nor charging handle)&lt;br /&gt;
&lt;br /&gt;
* Devilish Eye - (?)&lt;br /&gt;
&lt;br /&gt;
* B.Death U22 - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 19 ===&lt;br /&gt;
* Dragunov SVU - SVU &lt;br /&gt;
* AMPDSR Green - DSR(1/50, but green)&lt;br /&gt;
* Xmas Fort 301 - (Galil???)&lt;br /&gt;
* Sniper Tree - (heck if i know)&lt;br /&gt;
* WA2000 Soccer - WA2000 (but blue soccer)&lt;br /&gt;
&lt;br /&gt;
* Ruldolph IWIX95 - Tavor X95?&lt;br /&gt;
&lt;br /&gt;
* SRM19 - 1219&lt;br /&gt;
&lt;br /&gt;
* Candy Cane - a literal candy cane gun&lt;br /&gt;
* Xmas Spirit - Beretta U22 Neos&lt;br /&gt;
&lt;br /&gt;
=== Tier 20 ===&lt;br /&gt;
* Mb77 - R700 with left-handed custom MDT TAC-21 chassis&lt;br /&gt;
* Ksw87 - SL8 (but butchered)&lt;br /&gt;
* BrownBess - Musket (with a heckin scope and more than one bullet inside)&lt;br /&gt;
&lt;br /&gt;
* Sunburn118 - (?)&lt;br /&gt;
* ColtM16 - M16A4 w. M16A1 fore (note the upper reciever)&lt;br /&gt;
&lt;br /&gt;
* DoubleBarrel - Hammered SBS Double Barrel Shotgun&lt;br /&gt;
&lt;br /&gt;
* FlintLock - Flintlock pistol&lt;br /&gt;
&lt;br /&gt;
=== Tier 21 ===&lt;br /&gt;
* DOAHunter -&lt;br /&gt;
* PSG1Elite - PSG1 but modified&lt;br /&gt;
* MM-Choco Gun - WA2000 (but XMas again)&lt;br /&gt;
* WaterGun - Bullpup water gun&lt;br /&gt;
* Krugmeister - ???&lt;br /&gt;
&lt;br /&gt;
* Korean Thompson - Thompson M1928&lt;br /&gt;
* M4A1 - M4 but butchered&lt;br /&gt;
* Greaser - M3 (but with an extra charging handle because why not)&lt;br /&gt;
&lt;br /&gt;
* Iraq Thompson - Mossberg(?), not to be confused with the Thompson Shotgun /s&lt;br /&gt;
* KelTec BOS - KSG12&lt;br /&gt;
* A-5 - Auto 5&lt;br /&gt;
&lt;br /&gt;
* Vietnam Kolt - M1911 variant&lt;br /&gt;
* High-Power - M1911A1, not to be confused with the FN M1911&lt;br /&gt;
&lt;br /&gt;
=== Tier 22 ===&lt;br /&gt;
* Golden Shot - PSG1&lt;br /&gt;
&lt;br /&gt;
* Stout - ACR&lt;br /&gt;
&lt;br /&gt;
=== Tier 23 ===&lt;br /&gt;
* La Revolucion - Mini-14 without a stock&lt;br /&gt;
&lt;br /&gt;
=== Tier 25 ===&lt;br /&gt;
* MSR Sniper - MSR&lt;br /&gt;
* Amphibian -&lt;br /&gt;
* Coldblood - ???&lt;br /&gt;
&lt;br /&gt;
=== Tier 26 ===&lt;br /&gt;
* Nevermore - hella fictional&lt;br /&gt;
* Glacier - &lt;br /&gt;
* Metal Ox - Barrett AMR variant, but dual-barreled with a belt-fed box magazine that can hold 5 rounds(!!)&lt;br /&gt;
&lt;br /&gt;
=== Tier 27 ===&lt;br /&gt;
* Spectre - ?&lt;br /&gt;
* Annihilation - Fictional, tho resembles a Vector&lt;br /&gt;
* Moneymaker - Resembles a Barrett, otherwise fictional&lt;br /&gt;
&lt;br /&gt;
=== Tier 28 ===&lt;br /&gt;
* Ambush-22- ?&lt;br /&gt;
* Verdict - Sage M14&lt;br /&gt;
* Lieutenant - Garand M1C&lt;br /&gt;
&lt;br /&gt;
=== Tournament (Tier 29) ===&lt;br /&gt;
* Ophidian - ???&lt;br /&gt;
&lt;br /&gt;
== Contract Killer 2 reference list ==&lt;br /&gt;
In order of rank ('''bold''' indicates weapons bought with Glu coins):&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
* Bronson S86 - M40A5(?)&lt;br /&gt;
* Patriot Elite/'''NATO VSK-99''' - &lt;br /&gt;
* Defender II/'''Ranger Model-12''' - VSS Vintorez (gold for the glu version)&lt;br /&gt;
&lt;br /&gt;
* '''M390 ASR''' - M14 EBR / Used during starting sequence&lt;br /&gt;
* '''XSR-50''' - .50 Cal F2000 (with an m82 barrel)&lt;br /&gt;
* '''Wraith CM-7''' - Crossbow / Silenced&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* DK-516 Carbine - HK416 / Picked up during starting sequence&lt;br /&gt;
* SWAT 1200 - SPAS 12 (folded stock)&lt;br /&gt;
* Raptor SMG - Vector-ish (with blue camo) / Level 5&lt;br /&gt;
* Predator .50 Cal - Desert Eagle Mark (?) / Level 8, comes with suppressor by default&lt;br /&gt;
* ZRU-12 SMG/'''Falcon 9mm''' - SMG45 (green camo/no camo) / Level 12, with EOTech and suppressor by default&lt;br /&gt;
* Delta X9 - Micro Uzi / Unlocked by daily bonus for 15 days&lt;br /&gt;
* Viper X-72/'''Demon-H1''' - Tavor/SCAR (with some Vector elements, green for the glu version)/XM8 hybrid / Level 14, with EOTech&lt;br /&gt;
* Mortara M75 - FN Minimi Paratrooper (with a really wide handguard) / Killing Spree gamemode final reward&lt;br /&gt;
&lt;br /&gt;
* '''MD1 Scorpion''' - Modernized-ish Jackhammer&lt;br /&gt;
* '''AKR 2000'''/'''The Marauder''' - Galil ACE (tan camo/urban camo)&lt;br /&gt;
* '''NT-80 Avenger''' - AA12&lt;br /&gt;
* '''Venom ECD''' - F2000 (but sci-fi)&lt;br /&gt;
* '''Hellfire''' - Fictional handheld minigun / Infinite ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LONEWOLF reference list ==&lt;br /&gt;
While sniper rifles are mainly used throughout the majority of the levels, a few other weapons that don't use magnified scopes are used in certain levels (often having a sort of &amp;quot;danger&amp;quot; bar which represents health (getting hit will hit cover), filling up means death). After a completing a level, however, it allows you to access the level in &amp;quot;Bonus Gameplay&amp;quot; which allows the player to freely use every other weapon. For balance purposes, using other weapons other than a sniper rifle in &amp;quot;Bonus Gameplay&amp;quot; mode disables distance and wind compensation, meaning your weapons will shoot where they are pointing (no modeled projectiles). &lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
* Mosin Nagant&lt;br /&gt;
* Hunting Rifle - (.308, 4-cap, either a Savage Model 16 or a Winchester Model 70)&lt;br /&gt;
* 700 Tactical - Remington 700&lt;br /&gt;
* Scout Tactical&lt;br /&gt;
* VSS&lt;br /&gt;
* Soviet SSD - Dragunov&lt;br /&gt;
* M14 - (may be a M1A?)&lt;br /&gt;
* Enhanced BR - M14 EBR&lt;br /&gt;
* A5 M40 - M40A5&lt;br /&gt;
* MK 11-0 - MK11 Mod. 0&lt;br /&gt;
* 7.62 OBR - LaRue Tactical OBR 7.62&lt;br /&gt;
* HK 417&lt;br /&gt;
* XM2100 - Remington M2010 ESR&lt;br /&gt;
* Artic WM - AI AWM&lt;br /&gt;
* SR System - Desert Tactical Arms HTI (mislabeled as Stealth Recon Scout)&lt;br /&gt;
* OMEN Recon - [https://nemoarms.com/product-category/omen/ OMEN Magnum AR] (either the Watchman (very, very likely due to tiger stripe finish) or Match 3.0, NOT the Recon due to barrel length)&lt;br /&gt;
* Bravo 98 - M98B&lt;br /&gt;
* SKO 42 - Sako TRG-42&lt;br /&gt;
* SA-338 - SWORD Mk 18 Mod 1 Mjolnir (but flipped)&lt;br /&gt;
* 200M-TAC - Intervention&lt;br /&gt;
* M MK82 - Barrett M82&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* 9mm - Glock pistol (suppressed)&lt;br /&gt;
* .45 - FNX45 Tactical&lt;br /&gt;
* .22 - Ruger(?)&lt;br /&gt;
* M4A1/M4 (carrying handle only appears on bonus play, it uses carrying handle sight by default)&lt;br /&gt;
&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P (pistol icon in bonus game play menu)&lt;br /&gt;
&lt;br /&gt;
== SIERRA 7 reference list ==&lt;br /&gt;
This lists weapons in both the Flash and the Mobile versions.&lt;br /&gt;
&lt;br /&gt;
Weapons are sorted in appearance:&lt;br /&gt;
&lt;br /&gt;
'''FLASH VERSION:'''&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 A5/MP5NAVY (Surefire dedicated forend weaponlight)&lt;br /&gt;
* Heckler &amp;amp; Koch MP5 SD5&lt;br /&gt;
* Colt M4A1 (with KAC fore, flashlight and aimpoint scope, with green rail covers, pistol grip and stock)&lt;br /&gt;
* Colt M4A1 SPEC OPS Modified/SOCOM (with KAC fore, sling, aimpoint scope, foregrip, A2 sights and suppressor with tan camo)&lt;br /&gt;
* Heckler &amp;amp; Koch G36C&lt;br /&gt;
* AK47 (no gallery picture oddly enough)&lt;br /&gt;
* Mossberg 590 Tactical (with pistol grip and M4 stock)&lt;br /&gt;
* Benelli M4 Super/XM1014&lt;br /&gt;
* US Government Issued M60/M60E4&lt;br /&gt;
* USMC Issued M40A3&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* Steyr Glock 17&lt;br /&gt;
* SIG Sauer P226 (oddly named as P228 chambered in .40 S&amp;amp;W (a caliber not chambered for the P228, but is chambered for the P226) in the loadout menu, when it has the same damage as the glock in 9mm but has the capacity of 12, like the .40 variant)&lt;br /&gt;
* Springfield Operator&lt;br /&gt;
* Heckler &amp;amp; Koch USP (in .45 ACP)&lt;br /&gt;
* Heckler &amp;amp; Koch MK23 SOCOM (incorrectly chambered in 9mm in the gallery menu, but correctly chambered in .45 in loadout menu. Phase III version)&lt;br /&gt;
&lt;br /&gt;
'''MOBILE VERSION:'''&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates premium gun&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
* MAC 11&lt;br /&gt;
* M1 Carbine&lt;br /&gt;
* M 590&lt;br /&gt;
* MP5 (A5 variant ala flash version)&lt;br /&gt;
* MP5 SD (SD5)&lt;br /&gt;
* UMP .45 (bravo kit IAP)&lt;br /&gt;
* Vector* (in .40 S&amp;amp;W, but deals lower damage than ''.380 ACP'' MAC 11 when not upgraded, uses extended glock mags) (hybrid model; prototype trigger, but all features of a gen I (such as later 45 degree safety) and a gen II magwell)&lt;br /&gt;
* PP Bizon*&lt;br /&gt;
* ACR*&lt;br /&gt;
* G36C*&lt;br /&gt;
* M4A1*&lt;br /&gt;
* AK-47*&lt;br /&gt;
* XCR*&lt;br /&gt;
* M 1014*&lt;br /&gt;
* M60*&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
* SIG 226 (in 9mm)&lt;br /&gt;
* Glock 17&lt;br /&gt;
* Operator 1911&lt;br /&gt;
* USP (oddly in .40 S&amp;amp;W)&lt;br /&gt;
* Five-Seven (bravo kit IAP)&lt;br /&gt;
* Magnum (in .357)* -&lt;br /&gt;
* Desert Eagle*&lt;br /&gt;
* TMP*&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* M67 Frag&lt;br /&gt;
* M84 Stun&lt;br /&gt;
* M40A3&lt;br /&gt;
* MP5A2/4 (primary weapon icon)&lt;br /&gt;
Terrorist weapons:&lt;br /&gt;
* Generic pistol (a USP?)&lt;br /&gt;
* Sawed-off double barreled shotgun&lt;br /&gt;
* Uzi&lt;br /&gt;
* AK-pattern rifle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Into the Dead 2 reference list ==&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Defender D9 - M1911A1 (backwards slide serrations)&lt;br /&gt;
* G911 Enforcer/Black Veil - Glock 18 (compact and with compensator)&lt;br /&gt;
* Hammerhead 357 - Python .357&lt;br /&gt;
* Cartel Twins - dual 92FSes&lt;br /&gt;
* R77 Rapid - M9 Raffica with some SIG P210 elements&lt;br /&gt;
* Dragoon IX - LeMat Revolver from Johnny Ringo&lt;br /&gt;
* Alpha &amp;amp; Omega - dual Desert Eagles with slides that barely resemble a 1911&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* Brute Double - Hammer SBS double shotgun, sawed off&lt;br /&gt;
* Justice M32 - Remington-Mossberg hybrid&lt;br /&gt;
* S-12 Riot - R870 MCS/Tactical&lt;br /&gt;
* ASH-20 Breacher - custom AR-15/USAS-12 drum-fed shotgun (with an AK stock)&lt;br /&gt;
* Brute Inferno - Hammer SBS double shotgun, with incendiary rounds&lt;br /&gt;
* The Surgeon - Super Shorty (with FP6 elements0&lt;br /&gt;
* X-12 Tyrant - DP-12&lt;br /&gt;
* Colossus - Blunderbuss&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
* Bandit T9 - TEC-9&lt;br /&gt;
* MT-56A Tactical - MP7/CPW&lt;br /&gt;
* Redacted - Magpul PDW/F2000&lt;br /&gt;
* Fate &amp;amp; Fortune - dual Steyr SPPs&lt;br /&gt;
* Ezek - Uzi&lt;br /&gt;
* T19 Rattlesnake - MP34&lt;br /&gt;
* A45 Apex - thumbhole stock Vector&lt;br /&gt;
* PP20 Dolbenkov - PP19 Bizon&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
* Militia HK-5A - AK rifle&lt;br /&gt;
* ARC-7 Legion - AR15 variant with an ACR stock and G36 rail&lt;br /&gt;
* ARC-9 Battalion - M4A1, with a M203, taped mag and ACOG&lt;br /&gt;
* Escorpion III - Underfolding AK variant, with drum mag&lt;br /&gt;
* ARC-11 Shadow - Custom AR variant&lt;br /&gt;
* ARC-12 Vanguard - Custom AR variant, with masterkey&lt;br /&gt;
* ARC-4 Guerrilla - M16A1&lt;br /&gt;
* K1 Stryker - AUG A1&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Predator 308 - generic bolt-action hunting rifle (resembles a R700)&lt;br /&gt;
* Wild Spur - Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;, but proportionally uses .22&lt;br /&gt;
* Javelin AP51 - AW rifle (AW-50 because .50 cal)&lt;br /&gt;
* F3000 Carbine - M1 Carbine but with a Lee-Enfield stock and trigger group&lt;br /&gt;
* COBALT Mk. IV - Mostly fictional, but has F2000 features&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
* GL-03 Krampus - M79, with harmonica magazine from the T148&lt;br /&gt;
* MGN-6 Judgement - Predator M134 minigun&lt;br /&gt;
* Brainbridge M14 - Lewis gun with PKM (stock) elements&lt;br /&gt;
* XM-4 Titan - M202 FLASH&lt;br /&gt;
* M2020 Harbinger - M1919A4 MMG&lt;br /&gt;
* G-8 Marauder - MGL&lt;br /&gt;
&lt;br /&gt;
== Hitman Sniper reference list ==&lt;br /&gt;
In order of rank:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - indicates time-limited weapon&lt;br /&gt;
&lt;br /&gt;
* Izanami - Sporterized Mauser rifle with a detachable magazine&lt;br /&gt;
* Erebus - (vaguely AR15 receiver? with a magpul UBR stock)&lt;br /&gt;
* Narcissus - &lt;br /&gt;
* Largo - Scuffed-looking AI rifle?&lt;br /&gt;
* Baroque - &lt;br /&gt;
* Furia -&lt;br /&gt;
* Mantis -&lt;br /&gt;
* Brutus - Altered M700 in a MDT TAC21 chassis&lt;br /&gt;
* Cipher -    &lt;br /&gt;
* Jackal - Altered Nemesis Arms Vanquisher&lt;br /&gt;
* Aria (and gold version) - WA2000 (with green polymer furniture instead of wood)&lt;br /&gt;
* Griffin - Some generic bolt-action&lt;br /&gt;
* The Final Argument - Custom namesake weapon in ''JC3''&lt;br /&gt;
* Volante - Aftermarket M700 variant&lt;br /&gt;
* Jaeger - Hitman's (2013) &amp;quot;Jaeger 7&amp;quot;&lt;br /&gt;
* The Judicator CO-78 - Bolt-action SOCOM 16 with TAC-50 elements with others&lt;br /&gt;
* Adagio - AW rifle, but with wood furniture&lt;br /&gt;
&lt;br /&gt;
* The Merry Maker* - (custom grip and PSG1 stock, AW frame)&lt;br /&gt;
* Dragun* - (revolving rifle with a springfield unathi scope)&lt;br /&gt;
* Exorcist* - (crossbow, with a drum magazine, with a grip shape of a ithaca stakeout)&lt;br /&gt;
* Patriot* - M1919 with a rifle stock (although it resembles the M2HB &amp;quot;Stinger&amp;quot;, coincidentally or not)&lt;br /&gt;
* Longsword II* - (futuristic, fictional rifle)&lt;br /&gt;
&lt;br /&gt;
== Contract Killer: SNIPER reference list ==&lt;br /&gt;
Upgraded variants can be crafted/purchased, but they're not covered in this article, only the first incarnation of the upgrade tree.&lt;br /&gt;
&lt;br /&gt;
=== Sniper Weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Assault Weapons ===&lt;br /&gt;
* Commando XM-7 - SIG 553 SB&lt;br /&gt;
* Raptor MAR-21 - M14 &amp;quot;Bulldog&amp;quot; conversion&lt;br /&gt;
* Viper X-72 - XM8 (without PCAPS and uses ACOG)&lt;br /&gt;
* Hoplite - CX4&lt;br /&gt;
* Nessy - Integrally suppressed AR variant&lt;br /&gt;
* Boxer - &amp;quot;Viper X-72&amp;quot;/Demon-H1&amp;quot; from CK2&lt;br /&gt;
* Olive - Galil ACE (7.62x51mm NATO, STANAG Magazine) (not STANAG-styled)&lt;br /&gt;
* Berberis - G36C&lt;br /&gt;
* Hauberk - SCAR-H&lt;br /&gt;
* Domovoi - Custom AR variant&lt;br /&gt;
* Panda - SIG 553 (but with a weird barrel fore)&lt;br /&gt;
* T-Rex - (famas?)&lt;br /&gt;
* Copperhead -&lt;br /&gt;
* Mongoose - &lt;br /&gt;
* Charybdis - AK Alfa&lt;br /&gt;
* Centipede - &lt;br /&gt;
* Sandstone - MP5 (but in 5.56, it's not a HK33/HK53)&lt;br /&gt;
* Banjo - Custom AR variant&lt;br /&gt;
* Rakshasa - &lt;br /&gt;
* Birch - Skorpion EVO 3&lt;br /&gt;
* Chainmail - Hera Arms CQR&lt;br /&gt;
* Grizzly - HK416&lt;br /&gt;
* Abyssinian - AR variant (but selection picture shows a ARX instead)&lt;br /&gt;
* Leshy - AK variant&lt;br /&gt;
&lt;br /&gt;
== Dead Trigger 1 reference list ==&lt;br /&gt;
=== SMGs ===&lt;br /&gt;
* Scorpion - Sa vz. 61 Skorpion (.32 ACP 20-round mags)&lt;br /&gt;
* Project 90 - P90 TR (fitted with an EOTECH, incorrectly holds 40 by default but can be upgraded to 50)&lt;br /&gt;
* Uzi - Namesake (but with no stock, incorrectly holds 25 by default using the 30 mag, but can be upgrade to be correct)&lt;br /&gt;
&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Colt 1911 - M1911 (NOT an M1911A1 as evidenced by the big trigger)&lt;br /&gt;
* Walther P99 - Namesake (w. stainless steel slide, muzzle attachment, attachment rail and walther &amp;quot;hey i've seen this&amp;quot; red dot sight)&lt;br /&gt;
* Alien Gun - visually based on a ray gun (which is the alien blaster from FO3), might be a reference to cod zombie's ray gun. fires &amp;quot;sonic&amp;quot; blasts akin to AW&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ====&lt;br /&gt;
* Colt M4 - M4 (ditto the gas tube, magpul stock, eotech, foregrip, mag loop/tape, custom charging handle and MOE stock, all black furniture. ala MW3)&lt;br /&gt;
* AK 47 - AK variant idk&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
* Chainsaw T-800 - chainsaw (T-800 referencing terminator)&lt;br /&gt;
* Brain-Mill - rotorized death windmill&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
* Winchester - *apperantly* Winchester Model 1873 (with a detachable magazine ala Model 1895)&lt;br /&gt;
* Enfield 303 - Lee-Enfield (with shortened fore akin to sporterized enfield rifles or the &amp;quot;Jungle Carbine&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
* RMGT 870 (also spelt Remington 870) - ditto&lt;br /&gt;
* Lupara - hammered SBS double barrel shotgun&lt;br /&gt;
* KSG - ditto (walther sight, foregrip and single tube (reflected in the reload animation and capacity))&lt;br /&gt;
* Striker - ditto (with red dot sight and wood foregrip, described as &amp;quot;singapore-styled shotgun&amp;quot; in the description, depicted as a mag-fed shotgun (likely alluding to the USAS-12, drum magazine and all))&lt;br /&gt;
* RMGT Tactics - ditto? (with EOTECH)&lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Minigun - M314 portable minigun (holds 90 and can be reloaded)&lt;br /&gt;
* Lewis - Lewis Gun (HEAVILY underloaded to 35 rounds)&lt;br /&gt;
* Bren (in all caps as BREN, but it's due to description formatting) - Bren Mk1 (M) (incorrectly chambered in 7.62 instead of 303, underloaded to 25, can be upgraded to 30)&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* Grnd. Launcher - MGL Mk 1 (without stock and empty top pic rail, reloaded through the gordon freeman-patented magical speedloader technique)&lt;br /&gt;
* Crossbow - that one crossbow from CSO&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631982</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631982"/>
		<updated>2023-11-30T13:53:28Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was received during Season 2 of ''MWII''.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO'').&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' is set to return in Season 1.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;. Barrel options include 9&amp;quot; and approximately 20&amp;quot; barrels.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in Call of Duty Vanguard.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; Wyvern&amp;quot; barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
The [[FN EVOLYS]] is scheduled to be added in Season 1.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1631823</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1631823"/>
		<updated>2023-11-29T18:28:26Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* M231 Firing Port Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on 2 June 2015 for consoles and 31 August 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank,&amp;quot; which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces.''&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in Phantom Forces are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights. ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment. ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns. ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle. ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked.&amp;quot; ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home. ]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide. ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide. ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view. ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines? ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works. ]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides. ]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 rpm in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and is among the most controllable machine pistols due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 rpm) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading. ]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide! ]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock.&amp;quot; &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod. ]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped. ]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R. ]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights. ]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least). ]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil. ]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place. ]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from [[Rainbow Six Siege#Beretta 92|Rainbow Six Siege]]. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide. ]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.  ]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol. ]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really. ]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9. ]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course. ]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, and oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols. ]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR.&amp;quot; This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'' ]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bigot&amp;quot; M1911 OSS conversion===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion converts the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot.&amp;quot; ]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired. ]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It feeds from a 10-round extended magazine in its default configuration and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.   ]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine. ]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off. ]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE. ]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 (and the Glock family as a whole) can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide. ]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17. ]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations. ]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check. ]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock. ]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release. ]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock. ]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] appears in-game. The Glock 18C is the first machine pistol players unlock, at rank 17.&lt;br /&gt;
&lt;br /&gt;
Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfg18-2.jpg|thumb|none|600px|The Glock 18 in the loadout menu.]]&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfglock-11.jpg|thumb|none|600px|The pre-5.7.0 &amp;quot;G18&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a Glock-series pistol stock.  &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21. ]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock. ]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived. ]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L.&amp;quot; The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;Glock 21L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock. ]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, shoulder stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock. ]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23. ]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun. ]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check. ]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming. ]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'' ]]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a standard Glock shoulder stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel.&amp;quot; I suppose it isn't much of a Glock 40 anymore... ]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Glock 50&amp;quot;==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;Glock 50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the Glock 50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense &amp;quot;Cobra&amp;quot; folding stock and an extended &amp;quot;Heavy Barrel,&amp;quot; which changes the pistol's name to &amp;quot;Glock 50L,&amp;quot; a fictional designation. The &amp;quot;Glock 50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a reference to how the Glock 18 was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI ]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;Glock 50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock. ]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock. ]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; in the same format at &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot; on the real thing.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;Glock 50.&amp;quot; Not as bad of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP. ]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading. ]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a Glock 50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods. ]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here. ]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative. ]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle]] L5 chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 rpm) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine... ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights. Many magnum pistols and revolvers feature this. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine. ]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. The version depicted in-game is an older production model with a chromed finished and lacking rails on the barrel, and the weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1) and reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX has access to a few unique modifications, including a 10&amp;quot; extended barrel and .357 Magnum conversion. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded,&amp;quot; no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5. ]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears as the &amp;quot;TEC-9&amp;quot;, converted to full auto. It fires at 1500 RPM, making it one of the highest firerate weapons in the game. It has a 20 round magazine. The machine pistol is unlocked at rank 50. The pistol has an [[M3 &amp;quot;Grease Gun&amp;quot;]] stock as the &amp;quot;Full Stock&amp;quot; and an extended barrel, complete with barrel shroud.&lt;br /&gt;
&lt;br /&gt;
The same TEC-9 model is used for the [[Interdynamic KG-99]], despite the KG-99 having different sling mounts and sights. Despite firing the same round as the TEC-9, the KG-99 deals more damage to balance it being semi-auto. The same unique attachments are shared with the TEC-9 and the KG-99, including the &amp;quot;Long&amp;quot; and &amp;quot;Short&amp;quot; barrels and the Grease Gun stock.&lt;br /&gt;
[[File:Tec-DC9.jpg|thumb|none|350px|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic_KG99.jpg|thumb|none|350px|Interdynamic KG-99 - 9x19mm Parabellum. For comparison with TEC-DC9.]]&lt;br /&gt;
&lt;br /&gt;
===TEC-9 Mini===&lt;br /&gt;
The &amp;quot;Short Barrel&amp;quot; converts the weapon into a TEC-9 Mini. The same applies to the &amp;quot;KG-99&amp;quot;.&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly,&amp;quot; this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 rpm vs. 200 rpm) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide. ]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a special, free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod. ]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien. ]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun. ]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights. ]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights. ]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen. ]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien. ]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine. ]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide. ]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight.&amp;quot; ]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB,&amp;quot; as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty. ]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game. ]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB. ]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments. ]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol. ]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload. ]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine. ]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Baikal442(PMM).jpg|thumb|none|350px|Baikal-442 (PMM), used to show the long barrel fitted to Canadian import Makarov pistols - 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel. ]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov ]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however. ]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip. ]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position. ]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster. ]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov. ]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one. ]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide. ]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''The Gyrojet brings the power of space and boxed rockets into your hands. Due to rockets needing time to get to velocity'' [sic] ''damage is inverted.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance. ]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time. ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process. ]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm ]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto). ]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The super-rare [[RARAN 1130]] is unlocked at rank 126, under the English abbreviation name &amp;quot;RAMA 1130&amp;quot;. It is classed as a PDW/SMG instead of a machine pistol. By default, it has the rare 84 round 9x18mm drum (which only holds 80 rounds in-game), but it can be converted to .380 ACP in a 12 round magazine. The one in-game also has a long barrel like the regular PM, which is not a feature of the real weapon. Despite the high rate of fire and short barrel, it has a long range and low recoil.&lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, alongside the game's ''other'' .22-caliber pistol, is chiefly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it has a monstrous 10x headshot multiplier and above average ballistics, gearing the single-shot pistol towards long-range headshot kills, which is both immensely risky and, when executed correctly, extremely powerful. &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells,&amp;quot; which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration. ]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel.&amp;quot; Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22. ]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22. ]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 rpm. ]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10.&amp;quot; ]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50.&amp;quot; ]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic. ]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12,&amp;quot; which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip. ]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's. ]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it! ]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading. ]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory M1911-A2 SASS]], a single-shot conversion kit for an M1911 pistol, is unlocked at rank 132.&lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a brass barrel and a blue, slide-mounted handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP ]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock. ]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip. ]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side. ]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine). ]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle. ]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights. ]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter. ]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist. ]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly. ]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'' ]]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] is unlocked at rank 61, referred to as ZIP 22. It is a joke weapon, with no practical purpose, with the lowest damage and shortest range on any ranged weapon in the game, requiring 7-9 shots to kill. Headshots reduce this to a 3 shot kill, but the 10 round [[Ruger 10/22]] magazine and short range limits its effectiveness. It is very popular to use the ZiP with an autoclicker, as it has a rate of fire of 1000 RPM.&lt;br /&gt;
&lt;br /&gt;
The weapon has access to the &amp;quot;Pro Mag&amp;quot;, unlocked by getting 1337 kills with the weapon. The &amp;quot;Pro Mag&amp;quot; is a Ruger 10/22 50 round drum, which increases the ZiP .22's combat effectiveness. The kill requirement is a reference to &amp;quot;leet&amp;quot;. Additionally, a stock is added when using scopes; the stock is of the BattleZiP Survival SBR, an official stock attachment that had compartments for emergency supplies.&lt;br /&gt;
&lt;br /&gt;
Humorously, the weapon's description makes fun of it, calling it a &amp;quot;pistol&amp;quot; in quotation marks and remarking &amp;quot;it was so bad, it killed a million dollar company&amp;quot; which it, indeed, did.&lt;br /&gt;
&lt;br /&gt;
A golden ZiP appears as the final weapon in the Gun Game mode, called &amp;quot;La Rata&amp;quot; and equipped with ratshot/snakeshot ammunition along with the &amp;quot;Pro Mag&amp;quot;. You are unable to aim down sights with it.&lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PF-Zip22-menu.jpg|thumb|600px|none|The ZiP .22 in the menu.]]&lt;br /&gt;
[[File:PF-Zip22-attachments-menu.jpg|thumb|600px|none|Previewing a ZiP .22 customised to death, with a Sagittarius 40x scope, the carbine stock (which comes with every optical attachment), an Opsrey suppressor and a 50 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] is unlocked at rank 131. The weapon features extended magazine options, as well as a conversion to .30 S&amp;amp;W (which changes the name to GSP-C), despite the GSP not having .30 S&amp;amp;W as an option (however it is available in .32 S&amp;amp;W). The Walther logos have been replaced with Stylis Studios logos.&lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
In ''Phantom Forces,'' revolvers fill the niche of a high-damage, low-capacity sidearm useful for panic-firing at close range to delete an aggressive enemy. At the same time, many revolvers are capable of scoring a one-shot headshot kill at decent ranges, making them a powerful &amp;quot;second primary&amp;quot; weapon if used by a player with acceptable aim. Many revolvers in-game are reloaded via speedloader, meaning that all of the ammunition in the gun's cylinder (spent or unspent) is ejected. The player, thankfully, keeps the unspent rounds in reserve and does not lose them in this situation. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
A [[Mateba Model 6 Unica]] with a 5 inch barrel appears as the &amp;quot;Mateba 6&amp;quot;. It is unlocked at rank 29 and it is chambered in .44 Magnum. The casings in the cylinder are white. The &amp;quot;Mateba 6&amp;quot; can, much like many other revolvers in ''Phantom Forces,'' be equipped with an extended &amp;quot;cowboy&amp;quot; barrel, which increases accuracy and the time taken to aim, or a shortened snubnosed barrel, which does the opposite. Specialized .44 Special rounds, which significantly reduce recoil at the cost of damage, are also available.&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|600px|thumb|none|The Mateba Model 6 Unica as it appears in the loadout menu. Unlike other revolvers, the Model 6 Unica fires from the bottom chamber in the cylinder, which can be seen from the position of its barrel in-game.]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|600px|thumb|none|The Model 6 Unica features unusually low recoil when firing from the hip and an incredible 600 rpm firerate, making this Italian revolver a potent tool in close-quarters combat.]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|600px|thumb|none|The Model 6 Unica's simple glow sights. But it's probably a better idea to fire it from the hip anyways. ]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|600px|thumb|none|The player brings the &amp;quot;Mateba 6&amp;quot; close to his or her face to admire its unique design. ]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|600px|thumb|none|Ditto, from the other side. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|600px|thumb|none|The player begins the reloading process as with many other revolvers, by swinging out the cylinder and smacking the ejector to free the empty casings...]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|600px|thumb|none|...followed by grabbing hold of an invisible, 6-shot, .44 Magnum speedloader to insert a fresh half-dozen rounds. Don't question it. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] appears as the first revolver players unlock, at rank 4. The in-game model is generally slightly off compared to the real weapon, and it incorrectly has the ability to mount a flash hider attachment; this would not work due to the cylinder gap. Oddly, it can pick up ammo from the .50 AE Desert Eagle XIX, despite it using .357 Magnum. The rounds in the cylinder are yellow.&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Pfmp412-1.jpg|thumb|none|600px|The MP-412 REX in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
A [[Remington 1858 New Army]] is unlocked at rank 58 and it incorrectly fires .357 Magnum. The description states the weapon to be a modern reproduction of a &amp;quot;vintage American ball-and-cap revolver&amp;quot;, which explains the caliber choice and removable cylinder design. The rounds are missing from the cylinder.&lt;br /&gt;
&lt;br /&gt;
The weapon is depicted as double-action rather than single-action, although the player character does make a motion that resembles cocking the hammer after firing. The weapon can be fan fired to increase the rate of fire.&lt;br /&gt;
&lt;br /&gt;
It can be modified to use snakeshot ammunition.&lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] appears as the &amp;quot;Redhawk 44&amp;quot;, firing .44 Magnum. It can equip a stock, called the &amp;quot;KAC Stock&amp;quot;, and the weapon is unlocked at rank 83.&lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2 inch shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup,&amp;quot; causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays? ]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple. ]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns. ]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track. ]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game. ]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens. ]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun) ]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu. ]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath. ]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M. ]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M. ]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly. ]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game. ]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore. ]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M. ]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure. ]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23. ]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5 inch (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6 inch barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand,&amp;quot; which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631817</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631817"/>
		<updated>2023-11-29T18:08:33Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Bolt-action AK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was received during Season 2.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;. Barrel options include 9&amp;quot; and approximately 20&amp;quot; barrels.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in Call of Duty Vanguard.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; Wyvern&amp;quot; barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|450px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|450px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631816</id>
		<title>Talk:Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631816"/>
		<updated>2023-11-29T18:05:31Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==Switchblade 300==&lt;br /&gt;
A stylized AeroVironment Switchblade 300 loitering munition is featured as the &amp;quot;Mosquito Drone&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==Gut Hook Knife==&lt;br /&gt;
A gut hook knife loosely based on Renegade Tactical G4 Claw Gut Hook appears as the &amp;quot;Gutter Knife&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Hensoldt ZO 4x30i===&lt;br /&gt;
The same Hensoldt ZO 4x30i based &amp;quot;BPZ40 Hybrid&amp;quot; from ''Modern Warfare II'' is seen in the Gamescom gameplay trailer.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;DF105 Reflex Sight&amp;quot; from ''Modern Warfare II'' returns as the &amp;quot;Caucasus Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Slate Reflector&amp;quot;===&lt;br /&gt;
The &amp;quot;Slate Reflector&amp;quot; from ''Vanguard'' returns due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===Nydar Model 47===&lt;br /&gt;
The Nydar Model 47 from ''Vanguard'' returns as the &amp;quot;Nydar Model 2023&amp;quot; due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRS===&lt;br /&gt;
The Trijicon SRS based &amp;quot;SZ Recharge-DX&amp;quot; from ''Modern Warfare II'' returns with the addition of a riser as the &amp;quot;KR V4 1X Riser&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;RQ-9 Recon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Barr &amp;amp; Stroud Reflector Gun Sight Mk II===&lt;br /&gt;
The Barr &amp;amp; Stroud Reflector Gun Sight Mk II based &amp;quot;Spitfire Mk. 3 Reflector&amp;quot; from ''Vanguard'' returns as the &amp;quot;Mk. 23 Reflector&amp;quot; due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===PK-120===&lt;br /&gt;
A stylized PK-120 holographic sight is featured as the &amp;quot;Chrios Holo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ITL MARS===&lt;br /&gt;
What appears to be a stylized ITL MARS reflex sight is featured as the &amp;quot;QTG Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===SIG SLX suppressor===&lt;br /&gt;
The &amp;quot;Bruen Harmonic Suppressor L&amp;quot; is a SIG SLX silencer, custom made for the [[SIG-Sauer MCX-SPEAR]]/&amp;quot;BAS-B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===Magpul PMAG D-60===&lt;br /&gt;
The 60 round magazine for the ACR is stylized PMAG D-60.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===ZenitCo Perst-3===&lt;br /&gt;
The same ZenitCo Perst-3 based &amp;quot;STOVL DR Laser Box&amp;quot; from ''Modern Warfare II'' returns as the &amp;quot;CS15 Scarlet Mounted Laser&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Weapon list from datamine and leaked images==&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie = Bushmaster ACR in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie300 = Bushmaster ACR in .300 Blackout&lt;br /&gt;
&lt;br /&gt;
jup_ar_golf36 = Heckler &amp;amp; Koch G36&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo2m = CZ BREN 2 Ms in 7.62×39&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo805 = CZ 805 BREN in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_foxtrot2000 = FN F2000&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo95 = QBZ-95 in 5.8x42&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo97 = QBZ 97 NSR Gen 3 in 5.56&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_br_acharlie450 = Bushmaster ACR in .450 Bushmaster&lt;br /&gt;
&lt;br /&gt;
jup_br_bromeo2 = CZ BREN 2 BR in 7.62×51&lt;br /&gt;
&lt;br /&gt;
jup_br_xmike5 = MCX Spear(XM7)&lt;br /&gt;
&lt;br /&gt;
Designated Marksman Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_dm_acharlied = ACR DMR (in 5.56?)&lt;br /&gt;
&lt;br /&gt;
jup_dm_bromeop = CZ BREN 2 PPS&lt;br /&gt;
&lt;br /&gt;
jup_dm_slima8 = Heckler &amp;amp; Koch SL8&lt;br /&gt;
&lt;br /&gt;
jup_dm_svictork = Kalashnikov SVK&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_lm_evictor = FN EVOLYS&lt;br /&gt;
&lt;br /&gt;
jup_lm_mgolf36 = Heckler &amp;amp; Koch MG36&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilob = Bullpup PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilop = PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_qbravo95lsw = QJB-95 LSW&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
jup_pi_glima21 = Glock 21&lt;br /&gt;
&lt;br /&gt;
jup_pi_mike93 = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
jup_pi_rsierra12 = RSh-12&lt;br /&gt;
&lt;br /&gt;
jup_pi_uzulum = Micro Uzi&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_sh_pump = ?&lt;br /&gt;
&lt;br /&gt;
jup_sh_semi = ?&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_sm_coscar635 = Colt Model 635&lt;br /&gt;
&lt;br /&gt;
jup_sm_lwhiskey = LWRC SMG-45&lt;br /&gt;
&lt;br /&gt;
jup_sm_scharlie3 = CZ SCORPION EVO 3&lt;br /&gt;
&lt;br /&gt;
jup_sm_umike = Heckler &amp;amp; Koch UMP&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulu = Uzi&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulup = Uzi Pro&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_sn_hsierra = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
jup_sn_svictor = SVCh&lt;br /&gt;
&lt;br /&gt;
Lethal Equipment:&lt;br /&gt;
&lt;br /&gt;
jup_eq_butterfly_mine = PFM-1 mine&lt;br /&gt;
&lt;br /&gt;
Killstreaks:&lt;br /&gt;
&lt;br /&gt;
jup_ks_lrad = Long-range acoustic device&lt;br /&gt;
&lt;br /&gt;
jup_ks_switchblade_drone = AeroVironment Switchblade&lt;br /&gt;
&lt;br /&gt;
Also confirmed from leaked screenshots: Unknown DMR AK in 5.45, AK-101, Cadex Tremor 50 and Beretta ARX-200 (99.99% probability of an ARX-160).--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 07:30, 22 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As well as that very odd bolt action AK receiver seen in the weapon vault preview. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:17, 23 August 2023 (UTC)&lt;br /&gt;
::I couldn't identify either of the Vault weapons.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:59, 23 August 2023 (UTC)&lt;br /&gt;
:::The bolt action AK is either a Pakistani Khyber Pass conversion or an Armenian K11M.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:24, 27 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ACR vs. MSBS &amp;amp; VHS-2 vs. QBZ ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
thanks for correcting my additions. I'm not interested in a conflict. I'm glad my IDs got challenged. But here is my point:&lt;br /&gt;
&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|Screen in question]]&lt;br /&gt;
&lt;br /&gt;
The receiver split on the polish soldiers weapon is strait. Every ACR got a hump. So I thought that the MSBS would be a better pick.&lt;br /&gt;
&lt;br /&gt;
[[File:MSBS GROT C16 FB-A0.jpg|thumb|400px|thumb|none|FB MSBS Grot C16 FB-A0 - 5.56x45mm]]&lt;br /&gt;
[[File:Remington ACR PDW rifle.jpg|thumb|450px|thumb|none|Remington ACR PDW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
In case of the other soldier. I thought the large sights would give it away as a VHS-2 and there seems to be something in the caring handle that would bee the VHS-2's charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|450px|thumb|none|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:VHS2.JPG|thumb|400px|thumb|none|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
This is just my opinion, time will tell. --[[User:RRT877|RRT877]] ([[User talk:RRT877|talk]]) 17:05, 15 September 2023 (UTC)&lt;br /&gt;
:A VHS-2 with Grot bullpup elements is already [[Call of Duty: Modern Warfare II (2022)#HS_Produkt_VHS-K2|in the previous game]], and as we know, the arsenal from ''MWII'' is supposed to be carried over in this game. The stock of the bullpup rifle much more closely resembles the QBZ. As for the ACR, it does appear to have some visual elements of the normal Grot, but we have to wait until the game is actually available to determine this in detail. It does have the Remington ACR style brass deflector.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:34, 15 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I personally think the rifle in the center is a PSA JAKL.[https://palmettostatearmory.com/psa-jakl-300bo-pistol-w-o-brace-fde.html] - [[User:KINKI'boy|KINKI'boy]]([[User talk:KINKI'boy|talk]]) 05:09, 30 September 2023 (JST)&lt;br /&gt;
&lt;br /&gt;
== New weapons from beta/launch datamine  ==&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_ar_aromeo160 = Beretta ARX160&lt;br /&gt;
&lt;br /&gt;
jup_jp25_ar_talpha95 = IWI Tavor X95&lt;br /&gt;
&lt;br /&gt;
jup_jp36_ar_anov94 = AN 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_br_aromeo200 = Beretta ARX200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_cp05_lm_halpha = FN HAMR IAR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_jp16_sh_recho870 = Remington 870&lt;br /&gt;
&lt;br /&gt;
jup_jp09_sh_oromeo12 = Origin-12&lt;br /&gt;
&lt;br /&gt;
jup_cp01_sh_aromeo410 = AR 410&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_sm_pmike = Beretta PMX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp10_sn_cdelta50 = CDX-50 TREMOR&lt;br /&gt;
&lt;br /&gt;
jup_jp36_sn_boscar = The Polish Bor?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Launchers:&lt;br /&gt;
&lt;br /&gt;
jup_jp22_la_dromeo = no idea&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_mike32 = Milkor MGL/M32(probably not usable in MP again)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster = no idea(M32 variant?)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster32 = no idea(M32 variant?)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Melee:&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_knife = a new knife, more bloat&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_kalpha = Kali Sticks or a Katana?&lt;br /&gt;
&lt;br /&gt;
Image for reference: https://imgur.com/gquFVvI Asking for corrections/help on the unidentified ones. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 29 September 2023 (UTC)&lt;br /&gt;
:The &amp;quot;sn_boscar&amp;quot; is apparently a part of the same weapon platform as the AN-94 (both have the jp36 prefix). I don't know of any &amp;quot;sniper&amp;quot; variant of the AN-94... Also, the only launcher I can think of that would fit the &amp;quot;dromeo&amp;quot; codename would be the M47 Dragon (aka FGM-77). --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:32, 1 October 2023 (UTC)&lt;br /&gt;
::My thoughts exactly, weird to have a sniper rifle together with the AN94, the Dragon is the older Javelin so that wouldn't make sense too. The Tavor 7 and the 9mm conversion are pretty much guaranteed to appear too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:32, 2 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==MWIII Beta weapon names==&lt;br /&gt;
Images here: https://imgur.com/a/k5iHbdl --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:37, 5 October 2023 (UTC)&lt;br /&gt;
:Damn, they really did a number on that poor AN-94. And the .410 AR is apparently full-auto, that's new. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 02:29, 5 October 2023 (UTC)&lt;br /&gt;
::That poor AN-94. I can't recall ever seeing a .410 in a game before, but making it the full auto one should hopefully balance well. Putting &amp;quot;Adaptable&amp;quot; in the ACR's description is a nice touch. The G36K thankfully looks pretty decent (by modern CoD standards), and hopefully the rather high top rail means the expected integrated optics option(s) are actually higher like they should be, unlike MW19. Interesting to see .277 Fury referred to by name, somehow I feel that'll be patched out. Still not sure what the heck the thing under the Model 635's barrel is, but we should be able to put normal barrels on it. As much as the (entirely unnecessary) &amp;quot;copyright-free&amp;quot; redesigns bother me, I do kinda like the &amp;quot;plausible alternate variants&amp;quot;, like the ACR DMR. Keeping the &amp;quot;Striker&amp;quot; name despite this one being an actual UMP is still dumb, especially if the 9mm one does indeed turn out to be the SMG-9 with an HK-sounding name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:36, 5 October 2023 (UTC)&lt;br /&gt;
:::The Longbow is bolt action by default, so it's a totally made up weapon? Still haven't seen it's caliber --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:48, 5 October 2023 (UTC)&lt;br /&gt;
::::Thing with the &amp;quot;Striker&amp;quot; is that the model was mostly taken from MW19's SMG-45 blueprints that have a UMP resemblance, but yeah, they really should have used a different name. As for the copyright-free redesigns, I often see comments on the internet stating that they're avoiding promoting real guns due to California laws. Now, whether it's really due to this or simply to avoid lawsuits from real manufacturers, well... I'll leave it up to your imagination. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:02, 5 October 2023 (UTC)&lt;br /&gt;
:::::Just noticed another funny little detail: if you take a look at the Bren 2 PPS, the &amp;quot;F&amp;quot; position is where &amp;quot;Safe&amp;quot; would be on an AR, and &amp;quot;S&amp;quot; is ''below'' that, so the selector apparently starts out pointed straight down. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:45, 5 October 2023 (UTC)&lt;br /&gt;
::::::Guess the &amp;quot;boscar&amp;quot; just meants bolt action. The Longbow's caliber is 7.62 Soviet in-game. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 14:24, 5 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Weird Gun from leaked mastery callling card==&lt;br /&gt;
Is this another made up gun? https://imgur.com/wAChurp --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:48, 6 October 2023 (UTC)&lt;br /&gt;
:Looks like some kind of rail gun or even further stylized incarnation of [[Call_of_Duty:_Modern_Warfare_II_(2022)#Walther_WA_2000|this]]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:38, 6 October 2023 (UTC)&lt;br /&gt;
::Almost looks like one of those handheld drone jammer devices, if you ask me. Maybe they're planning to add one as a dedicated anti-scorestreak weapon, similarly to the MANPADS secondaries in previous titles. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 04:14, 6 October 2023 (UTC)&lt;br /&gt;
:::Yeah could be the &amp;quot;dromeo&amp;quot; for drone jammer or whatever.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:59, 6 October 2023 (UTC)&lt;br /&gt;
Would the drone guns count? Imo I would add them as other for informations' sake but not worth a page. You guys' opinions?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:52, 6 October 2023 (UTC)&lt;br /&gt;
:Yeah, that sounds reasonable - I'd call it comparable to, say, the Glock-based laser designator from the MW2 remaster, in that it's a gun-esque piece of military hardware that could be identified, but not an actual gun. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:15, 6 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Lockwood 680&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
If it has enough Remington 870 parts, fair enough; but in regards to the recent edit summary, the ejection port definitely doesn't match it, it's more squared compared to an actual 870. [https://www.youtube.com/watch?v=GfGY8rOEOFw&amp;amp;t=116s Video for reference.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:57, 7 October 2023 (UTC)&lt;br /&gt;
:It's a bit more squared off, but thats par for the course with the stylizations now. I don't see this thing being really ID-able a S&amp;amp;W 3000 or MP-133.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:13, 7 October 2023 (UTC)&lt;br /&gt;
::Okay, I took a look at the older 870 MCS model from MW19, and that one also has a more squared ejection port, so eh, I suppose we can let this one slide. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 8 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 4 Advanced Warfare weapons coming in S3... ==&lt;br /&gt;
&lt;br /&gt;
EM1 (JP32) &amp;quot;emike1&amp;quot;, ASM1 (JP33) &amp;quot;asierra1&amp;quot;, BAL27 (JP34) &amp;quot;balpha27&amp;quot; and MORS (JP35). This game is downgrade in terms of gunporn. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:09, 7 October 2023 (UTC)&lt;br /&gt;
: I think is to celebrate the 20th Anniversary of Call of Duty. So if that’s the case, then I expect the Galil ARM, SPAS-12, M1 Garand, and even the Model 1887 to return in this game. It will most likely could be some seasonal event from past games. So we could have a AW map, or even Nuketown, which would be ironic for a Modern Warfare game. That’s what I believe, so expect some WWII, Vietnam, or Futuristic Weapons. My wish list would be the Galil, XM177, M1 Garand, and Ballistic Knife (NSP-2).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 00:02, 11 October 2023 (UTC)&lt;br /&gt;
::Seeing as it's for the sake of the celebration and all that I can just do my best to ignore and not personally use the future guns, but some Cold War, Vietnam, and WWII era guns would definitely be neat. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:39, 11 October 2023 (UTC)&lt;br /&gt;
:::It really depends on the WWII guns however, because Vanguard has make the weapons from WWII to curse weapons even in CoD standards. The best they can do at this point is to make the weapons tactical, like the M1 Garand with Sage EBR, which did exist. The Thompson with some tactical parts that also exist and developed by Auto-Ordnance, which could be the answer to the ASM-1. Another one is the H-CAR, even though it won’t fire full-auto, Sledgehammer would make it full-auto. Even though it doesn’t make sense, it at least makes more sense than Vanguard’s .50cal BAR.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:40, 11 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
&lt;br /&gt;
Since these appear to come straight from the previous game, should they be listed on the page, as done with ''MWII'''s firearms?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:11, 9 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More COD2024 weapons found in new datamine! ==&lt;br /&gt;
&lt;br /&gt;
Full list here: https://imgur.com/VBUPVLs&lt;br /&gt;
&lt;br /&gt;
-t10_ar_able18 = AR-18(weird since the Colt Model 723 is still in)&lt;br /&gt;
&lt;br /&gt;
-t10_ar_love85 = L85&lt;br /&gt;
&lt;br /&gt;
-t10_sm_chuck9 = Colt 9mm SMG? (don't have the platforms in this datamine to compare with the AR line)&lt;br /&gt;
&lt;br /&gt;
-t10_sm_pparis90 = PP-90&lt;br /&gt;
&lt;br /&gt;
-t10_sn_love96 = L96A1&lt;br /&gt;
&lt;br /&gt;
-t10_sh_uncle1 = USAS-12? (fits the time period)&lt;br /&gt;
&lt;br /&gt;
-t10_me_halligan = a Halligan which is a multipurpose tool (weird)&lt;br /&gt;
&lt;br /&gt;
-t10_la_stisaac = FIM-92 Stinger&lt;br /&gt;
&lt;br /&gt;
Also worth noting that some weapons changed weapon class like the elusive &amp;quot;rmary2&amp;quot; now being in the Assault Rifle category (the IMI Romat, also known as Rov've Mitta'enn is a battle rifle so no idea what this should be).--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:30, 12 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That CoD looks to be getting all the good guns. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:43, 12 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The full list of weapons from datamine appeared: https://docs.google.com/spreadsheets/d/10BwA8Ia-SlnaZgDFLXjdP9AfG9h7ZsWtuVdofTakxHQ/edit#gid=1749315760 Ignore the obvious mistakes of gun identification but also note the ridiculous classe changes like the SIG 550 being a DMR and some guns having their internal names changed or appearing duplicate. Only new guns from this seem to be the SR-2 Veresk(t10_sm_srvalor) and the Leader Dynamics Series T2 MK5(t10_ar_leasy, probably a SAR 80 which explains the addition of the AR-18 as a platform). No further verification can be made because this datamine doesn't contain the weapon platforms numbers but this seems close to launch list of weapons around 50. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 21:02, 13 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==ACR???==&lt;br /&gt;
Can we really define the &amp;quot;ACR&amp;quot; as Bushmaster? I'm not knowledgeable on this but is there any visual difference between the Bushmaster and the Remington because if not then considering that the in game gun has full auto behavior wouldn't it make more sense to define it as ''&amp;quot;Remington ACR with Masada/Bushmaster handguard&amp;quot;''? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:43, 21 October 2023 (UTC)&lt;br /&gt;
:There are some videos of full-auto Bushmaster ACRs on YouTube (some of them were modified, but still), so I guess the ID should be fine as it currently is. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:21, 21 October 2023 (UTC)&lt;br /&gt;
::On the other hand, we might have to ID the &amp;quot;MCW 6.8&amp;quot; as a Magpul Masada SPR. The final release shows it with with the latter's long handguard, and after doing some research, I don't think that this handguard was used on the Bushmaster ACR DMR. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:38, 9 November 2023 (UTC)&lt;br /&gt;
:::It's still got the ACR's forward-mounted charging handle instead of the Masada's more centrally-placed one, though - funnily enough, our Masada SPR reference image also does, which tells me that it might not actually be a Masada SPR (especially given how it looks like a 3D render). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 23:49, 9 November 2023 (UTC)&lt;br /&gt;
::::The first Magpul prototypes had the charging handle in the center, but later ones from 2008 [https://defensereview.com/stories/shotshow2008/BushmasterFirearms_AdaptiveCombatRifle%28ACR%29_3_SHOTShow2008_2-02-08.jpg did actually have] forward-mounted ones. EDIT: interestingly, while the gun in the middle of this image has &amp;quot;Magpul Armament&amp;quot; markings, I just noticed that it's also marked &amp;quot;ACR&amp;quot;. This is from [https://defensereview.com/magpul-masada-riflecarbine-becomes-the-bushmaster-adaptive-combat-rifle-acr/ that article] regarding the transition from the Magpul Masada to the Bushmaster ACR. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 00:06, 10 November 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Longbow rifle ==&lt;br /&gt;
&lt;br /&gt;
I believe that the “Longbow” AK sniper rifle is a AK-103 from MW2022 with the bolt action based off the Ukrainian GOPAK straight pull bolt rifle. The real GOPAK is much shorter (lacking a traditional handguard) and has an integral fitted suppressor but the general shape of the gun in game has a AKM/AK-103 receiver AK-74M folding stock. What do you all think? --[[User:MrJDK9412|MrJDK9412]] ([[User talk:MrJDK9412|talk]]) 19:00 AEST, 11 November 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631815</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631815"/>
		<updated>2023-11-29T17:52:53Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* AN-94/AK-74M hybrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was received during Season 2.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;. Barrel options include 9&amp;quot; and approximately 20&amp;quot; barrels.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in Call of Duty Vanguard.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; Wyvern&amp;quot; barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle is such one AK-like rifle known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|450px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|450px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631810</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631810"/>
		<updated>2023-11-29T17:46:48Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Bolt-action AK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;. Barrel options include 9&amp;quot; and approximately 20&amp;quot; barrels.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in Call of Duty Vanguard.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; Wyvern&amp;quot; barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle is such one AK-like rifle known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|450px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|450px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631807</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1631807"/>
		<updated>2023-11-29T17:32:33Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* &amp;quot;Burrow 500&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;. Barrel options include 9&amp;quot; and approximately 20&amp;quot; barrels.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the smack the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in Call of Duty Vanguard.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; Wyvern&amp;quot; barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN 40GL]], most notably the fore.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|450px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[Image:Mk13.jpg|thumb|none|450px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Advanced_Warfare&amp;diff=1630322</id>
		<title>Call of Duty: Advanced Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Advanced_Warfare&amp;diff=1630322"/>
		<updated>2023-11-23T08:43:16Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Unidentified holstered pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Advanced Warfare''&lt;br /&gt;
|picture=Call of Duty Advanced Warfare cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 4, 2014&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 3&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Advanced Warfare''''' is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.&lt;br /&gt;
&lt;br /&gt;
The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms are seen in the video game ''Call of Duty: Advanced Warfare''''':&lt;br /&gt;
&lt;br /&gt;
'''Note: spoilers are present in some descriptions.'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Advanced Warfare'' features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find (along with a predetermined set loadout) while in multiplayer they can use one primary and one secondary weapon or use the &amp;quot;Overkill&amp;quot; wildcard to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival and Exo Zombies) compared to singleplayer. One new addition added to multiplayer mode is the ability to perform a Fast Reload or a Speed Reload in lieu of the &amp;quot;Slight of Hand&amp;quot; perk or &amp;quot;Fast Mags&amp;quot; attachment in previous entries (although &amp;quot;Dual Magazines&amp;quot; exist as an available attachment in this game). Wherein the player reloads the weapon faster (often by the dropping the magazine instead of switching to a new one or by gradually speeding up the animation) at the expense of all of the remaining ammo supply that the weapon has. This ability can be performed in all multiplayer modes but it cannot be performed in both campaign and Exo Zombies modes; as instead, reload speed can be upgraded up to 50% via Exo Upgrade System (which costs upgrade points, which are gained by completing challenges) after missions or through Exo Reload upgrade (the analogue for Speed Cola) respectively.&lt;br /&gt;
&lt;br /&gt;
Progression in multiplayer is similar to previous games of the series with all weapons from the base game being unlocked through level progression. The game introduces variant weapons in &amp;quot;supply drops&amp;quot; which have altered stats, textures and models as well as special titles, in a system a little reminiscent of the ''Borderlands'' games. The game also introduces several weapons exclusive in multiplayer that require either obtaining the paid DLC (two of which are the fictional &amp;quot;AE4&amp;quot; and &amp;quot;Ohm&amp;quot; firearms which will not be covered in this article) or obtaining the a variant of the DLC weapon in question (as it unlocks base version of the gun as well). Going to Prestige mode retains the weapon variants as well as the post-launch weapons unlocked from the variants. Obtaining a weapon variant (much less, getting a elite variant as well as a new gun) was notoriously rare during the game's lifetime, and it became a controversial element (along with randomized supply drop lootboxes and without any guarantees that it will reward a new gun as well as some overpowered weapon variants) that would plague the series until the 2019 ''Modern Warfare'' reboot, where it was ditched in favor of the battle pass or a challenge requirement entirely. Some enemies in the campaign wield weapon variants and they can be used.&lt;br /&gt;
&lt;br /&gt;
Multiplayer reuses the same Pick Ten system first used in ''[[Call of Duty: Black Ops II|Black Ops II]]'', albeit modified to Pick 13 specifically for this title (as the streaks now cost points in this iteration), giving 13 allocation points to pick their equipment, perks and scorestreaks. In addition to this, some multiplayer maps feature water as a terrain element but players cannot use firearms while on water, only a knife. Weapon categories are the same as ''Ghosts'', but with the marksman rifles category moved to the assault rifles category (as with previous games), machine guns are renamed to &amp;quot;Heavy Weapons&amp;quot; (thus circumventing the &amp;quot;all machine guns are LMGs&amp;quot; mistake in other games) and include various fictional direct energy weapons, and &amp;quot;Special&amp;quot; weapons include a few various oddball weapons that fit a certain niche, with differing weapon choices depending on what weapon slot it takes.&lt;br /&gt;
&lt;br /&gt;
The game also features &amp;quot;Exo Survival&amp;quot;, a class-based variant on the Survival mode of ''Modern Warfare 3'' where weapons are bought from an armory using upgrade points earned during the game. Unlike ''MW3'', there is no persistent unlock system based on player level; the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, the Specialist to shotguns and sniper rifles and the Demolitions class (added in a later update) to launchers and SMGs. This limit can be removed if the player receives the &amp;quot;Weapons Free&amp;quot; perk from a care package supply drop.&lt;br /&gt;
&lt;br /&gt;
In later updates of the installment, the game introduces &amp;quot;Exo Zombies&amp;quot; as another form of play, which is a variation of the Zombies gamemode originally started from ''World at War'' only exclusive through DLC. As before, the player starts off with a pistol (this time being the fictional &amp;quot;Atlas 45&amp;quot;), in which they can purchase additional weapons off of the walls or via 3D Printer (which is the analogue of the &amp;quot;Mystery Box&amp;quot; of Treyarch's Zombies). Weapons cannot be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine - instead, they must be upgraded through the &amp;quot;Upgrade Station&amp;quot; akin to Exo Survival, giving increased stats, attachments (with some exclusive to these modes) at various levels, and a camouflage applied to them. Unlike the previous games, upgrades are permanent even when the gun was exchanged to a new one.&lt;br /&gt;
&lt;br /&gt;
Attachments in the game follow the same system as ''Black Ops II'', wherein the player can attach 2 and 1 modifications to the primary weapon and secondary weapon respectively, and it can be increased through the &amp;quot;Gunfighter&amp;quot; wildcards. The choice of attachments also differs if the weapon is a direct energy weapon or a ballistic one.&lt;br /&gt;
&lt;br /&gt;
Owing to the future setting of the 2070s, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading. Some energy weapons featured in the game do not require ammo in most modes, they can overheat which forces the player to cool the weapon down (or for the case of the &amp;quot;AE4&amp;quot;, exchanging some sort of battery), or when the player cools them down prematurely. This is not the case in Exo Zombies, as while they cannot overheat, they can run of ammo.&lt;br /&gt;
&lt;br /&gt;
Due to the ''extensive'' (much more so than any other game in the ''Call of Duty'' series) customizable element of the multiplayer character (often known as &amp;quot;Operator&amp;quot;), the player character's appearance will change throughout the page, and their gender may refer to &amp;quot;he&amp;quot; or &amp;quot;she&amp;quot; depending on the selected face of the character. This does not apply to Exo Zombies or the campaign due to having fixed playable characters.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Advanced Warfare|discussion page]] for fictional weapon information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
During the campaign mission &amp;quot;Sentinel,&amp;quot; a collection of antique weapons can be found in Johnathan Irons' office, including a pair of [[blunderbuss]] pistols; they cannot be used.&lt;br /&gt;
&lt;br /&gt;
A July 2015 update later added the blunderbuss as a shotgun in multiplayer. Contrary to what one might expect from a weapon with a highly complex reloading procedure in a game series known for incorrect weapon operation, the animations seem to be more or less functionally correct- to compensate for the length of the reloading animation (even at the feverish pace shown in game, it still takes far longer than the other shotguns). Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (9, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod. It is absurdly powerful- not so much based on raw damage (its per-pellet damage model is the same as the &amp;quot;Tac-19&amp;quot;), but on its pellet count- 18 (doubled the actual pellet count in its reload animation), compared to the previously universal standard of 8. The pellet count can range from 16 with the &amp;quot;Thunderpipe&amp;quot; and &amp;quot;Handcannon&amp;quot; variants, to 20 with the &amp;quot;Flintlock&amp;quot;, &amp;quot;Culverin&amp;quot;, &amp;quot;Royalty&amp;quot; and &amp;quot;Dragon Fire&amp;quot; variants.&lt;br /&gt;
&lt;br /&gt;
Being a very obsolete weapon (even under the context of ''advanced'', futuristic warfare, no pun intended), it can accept a few attachments, that being advanced rifling (despite being a smoothbore firearm), a stock (which is nonsensical, given that the firearm already has a stock), and a quickdraw grip, all of which do not affect the weapon's appearance whatsoever.&lt;br /&gt;
&lt;br /&gt;
[[Image:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock]]&lt;br /&gt;
[[Image:CoDAW-Blunderbuss-1.jpg|thumb|none|600px|Mitchell looks over the two blunderbusses, seemingly annoyed that he cannot tape four of them together and call it a &amp;quot;[[Call of Duty: Black Ops II#&amp;quot;Blundergat&amp;quot;|Blundergat]]&amp;quot;.]]&lt;br /&gt;
[[Image:CoDAW-Blunderbuss-2.jpg|thumb|none|600px|Some supply drop variants of the Blunderbuss in the multiplayer selection menu. Note the &amp;quot;Thunderpipe&amp;quot; variant at the left; this is actually a translation of the Dutch word &amp;quot;donderbus&amp;quot;, from which the word &amp;quot;blunderbuss&amp;quot; was derived.]]&lt;br /&gt;
[[File:CODAW_BBuss_(1).jpg|thumb|none|600px|The Blunderbuss held by a high-leveled multiplayer operator donning Atlas gear.]]&lt;br /&gt;
[[File:CODAW_BBuss_(2).jpg|thumb|none|600px|Having retreated to the Guilin Bai Lan Resort, the operator desperately pulls out what seems to be the so-called &amp;quot;perfect&amp;quot; gun for the new age of warfare. Better than nothing.]]&lt;br /&gt;
[[File:CODAW_BBuss_(3).jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;, if there are any.]]&lt;br /&gt;
[[File:CODAW_BBuss_(4).jpg|thumb|none|600px|Firing, with the hammer notably decocked.]]&lt;br /&gt;
[[File:CODAW_BBuss_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_BBuss_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_BBuss_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_BBuss_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_BBuss_(9).jpg|thumb|none|600px|The &amp;quot;Dragon Fire&amp;quot; variant. Besides the cosmetic dragon remodel, this variant adds 2 extra pellets when fired (bringing the total pellet count to 20), which doesn't change the reload animation depicted on-screen.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] has been added via a September 2015 update, and only available in multiplayer modes as a supply drop gun. Here, it is known as the &amp;quot;1911&amp;quot;, though it features upgrades from the A1 version. Unlike previous (or even later) installments of the M1911 featured throughout the series, the base variant isn't in its standard nor nickel finish, it is in a olive drab green finish instead, though the &amp;quot;Single Stack&amp;quot; variant of the M1911 allows the M1911 to use the standard finish as with previous games.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDAW M1911.jpg|thumb|none|600px|The M1911 in the selection menu.]]&lt;br /&gt;
[[File:CODAW_1911_(1).jpg|thumb|none|600px|A US Marine drawing the (archaic, but equally venerable) M1911A1 by dramatically racking the slide with his forefathers at the background.]]&lt;br /&gt;
[[File:CODAW_1911_(2).jpg|thumb|none|600px|The M1911A1 at rest, being a national park guard is never easy, after all.]]&lt;br /&gt;
[[File:CODAW_1911_(3).jpg|thumb|none|600px|Taking a peek of its sights. Thankfully, the M1911A1 takes a break here after being on the road for so long with starting [[Call of Duty: World at War#Colt M1911 Hybrid|zombie slayers]].]]&lt;br /&gt;
[[File:CODAW_1911_(4).jpg|thumb|none|600px|Reloading the M1911A1 is the standard pistol reload we're all familiar with since ''Modern Warfare''. It also looks rather oversized for some reason, especially on lower FOV.]]&lt;br /&gt;
[[File:CODAW_1911_(5).jpg|thumb|none|600px|Thumbing the slide release to ready position.]]&lt;br /&gt;
[[File:CODAW_1911_(6).jpg|thumb|none|600px|The &amp;quot;Single Stack&amp;quot; variant and a tactical knife; this variant gives an extra reserve magazine at the cost of increased recoil (aside from the normal finish we're all familiar with). The reload animation while wielded is similar to the [[Beretta M9A1]] from ''Ghosts'', as with most things ported over from.]]&lt;br /&gt;
[[File:CODAW_1911_(7).jpg|thumb|none|600px|The slightly gold &amp;quot;Hammer Bite&amp;quot; variant with dark grips, dual-wielded this time. These come in with extended magazines as a result, which hold 10 in each gun.]]&lt;br /&gt;
[[File:CODAW_1911_(8).jpg|thumb|none|600px|Dumping both magazines down as the marine reloads.]]&lt;br /&gt;
[[File:CODAW_1911_(9).jpg|thumb|none|600px|Raising up and pressing both slide releases after an off-screen reload.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat 1861==&lt;br /&gt;
The [[LeMat 1861]] single-action revolver was added via a May 2015 update as a supply drop weapon available in multiplayer. It is called the &amp;quot;M1 Irons&amp;quot; in-game, and by default incorrectly holds 6 rounds per cylinder instead of 9, and it cannot accept extended magazines normally. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. The underbarrel shotgun cannot be used, despite the visible presence of the selector lever on the hammer.&lt;br /&gt;
&lt;br /&gt;
Despite being based on the percussion model, the weapon fires centerfire cartridges, and is modeled with a swing-out cylinder. The gun is modeled with a ramming lever on its left side, apparently purely for aesthetics, as it would logically be completely unusable on a cartridge-converted LeMat revolver. The primers of the centerfire cartridges have massively exaggerated appearances to make them appear like percussion caps.&lt;br /&gt;
&lt;br /&gt;
Unlike every other handgun in the ''Call of Duty'' series (not including handgun-type operator ability/killstreak weapons such as the &amp;quot;Annihilator&amp;quot; from the ''Black Ops'' series), the M1 Irons is categorized as a &amp;quot;Specials&amp;quot;-type primary weapon (normally reserved for heavy, explosive, or melee weapons) rather than a pistol-type secondary weapon (though having the Overkill wildcard allows the weapon to be placed in the secondary slot). It does however feature un-pistol-like properties that suit its status as a primary weapon: it has very low recoil, extreme accuracy cone, fast firing rate, high damage output (that surpasses the 7.62mm MK14, as a comparison) and a long draw time (which is similar to most rifles, but pales in comparison to pistols).&lt;br /&gt;
&lt;br /&gt;
[[File:Lemat.jpg|thumb|none|350px|LeMat 1861 - .36 or .44 caliber]]&lt;br /&gt;
[[File:CoDAW M1 Irons.jpg|thumb|none|600px|The &amp;quot;M1 Irons&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODAW_LeMat_(1).jpg|thumb|none|600px|The &amp;quot;M1 Irons&amp;quot; revolver held by the multiplayer Operator player character. Interestingly, the player can pose differently depending on the currently selected attachments and/or variant.]]&lt;br /&gt;
[[File:CODAW_LeMat_(2).jpg|thumb|none|600px|Equipping the LeMat 1861-type handgun depicts the player character tossing up the revolver, catching it and fanning the hammer down to ensure it is ready to fire. Holstering or reequipping the firearm all involves twirling the firearm to/from its holster.]]&lt;br /&gt;
[[File:CODAW_LeMat_(3).jpg|thumb|none|600px|Since desert recreations of the ole' west in America aren't a locale nowadays, the cowboy operator decides to bring his LeMat to the next best thing: the ruins of a nuclear fusion plant in the Gobi desert.]]&lt;br /&gt;
[[File:CODAW_LeMat_(4).jpg|thumb|none|600px|Like the Taurus Raging Bull from ''Ghosts'', the operator cocks the hammer in single-action mode (as this is suitably mandatory for the obsolete LeMat). Unlike that game, the operator fans the hammer using his other palm when hipfiring, fitting of its spaghetti western style depicted here.]]&lt;br /&gt;
[[File:CODAW_LeMat_(5).jpg|thumb|none|600px|Firing the weapon while aiming down the sights (as seen in this shot) or while holding another item thumbs the hammer instead. Speaking of &amp;quot;spaghetti western style&amp;quot;, firing the weapon will produce stock firearm ricochet sounds in addition to its own firing sound.]]&lt;br /&gt;
[[File:CODAW_LeMat_(6).jpg|thumb|none|600px|Reloading the weapon depicts the LeMat as a swing-out revolver, though without any cylinder release lever modeled in. The operator wisely uncocks the hammer when doing this, and this detail is skipped when the revolver is empty.]]&lt;br /&gt;
[[File:CODAW_LeMat_(7).jpg|thumb|none|600px|The operator uses gravity to make the rounds (all of which are unfired) fall out of the chamber...]]&lt;br /&gt;
[[File:CODAW_LeMat_(8).jpg|thumb|none|600px|... inserts all 6 rounds via speedloader...]]&lt;br /&gt;
[[File:CODAW_LeMat_(9).jpg|thumb|none|600px|... swings the chamber back into position and recocks the hammer.]]&lt;br /&gt;
[[File:CODAW_LeMat_(10).jpg|thumb|none|600px|Equipping the dual-wielded more modern &amp;quot;Unforgiving Truth&amp;quot; variant, twirling the revolvers with the hammers cocked is something one should NOT do. On a side note, although some variants of the M1 Irons come dual-wielded by default, this is not one of them. The animations are partially recycled from the Anaconda revolvers from ''MW2'', with slight alterations from the original LeMat animation set.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission &amp;quot;Sentinel&amp;quot; has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.&lt;br /&gt;
&lt;br /&gt;
In Exo Survival mode it is the secondary starting weapon for the Heavy class; the version the Heavy starts with automatically has the extended mags upgrade. Oddly, this does not stop the player from buying it again by clicking on the word &amp;quot;equipped,&amp;quot; which charges two upgrade points in return for nothing at all.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:CODAW_MP443_(1).jpg|thumb|none|600px|A Sentinel special operative holding the MP-443 Grach in a massive space elevator at the gulf of Mexico. Given the game's futuristic setting, it may have been possible that the Grach was further developed into a burst-fire variant. Time will tell if that is the case.]]&lt;br /&gt;
[[File:CODAW_MP443_(2).jpg|thumb|none|600px|Iron sights. Here, the user aims the pistol with one hand, unlike in ''Ghosts'' where it is held with two, most likely because of the exoskeleton doing wonders.]]&lt;br /&gt;
[[File:CODAW_MP443_(3).jpg|thumb|none|600px|Reloading, the operative drops the magazine...]]&lt;br /&gt;
[[File:CODAW_MP443_(4).jpg|thumb|none|600px|... and pushes in a new one. This one shares the same reload animation (once again) from the M9A1 from ''Ghosts'', rather than reusing its own animation set from the previous game.]]&lt;br /&gt;
[[File:CODAW_MP443_(5).jpg|thumb|none|600px|On empty, the operative thumbs the bolt release once he inserted the fresh mag.]]&lt;br /&gt;
[[File:CODAW_MP443_(6).jpg|thumb|none|600px|Some variants of the MP-443 are fitted with compensators (such as the &amp;quot;Dimension&amp;quot; variant) and different textured grips. Do note that the compensator isn't actually an &amp;quot;attachment&amp;quot; defined in game, and as such it does not count towards the attachment limit and it can be suppressed. Also note the faint &amp;quot;PROPERTY RU&amp;quot; and &amp;quot;SHG&amp;quot; markings, the very clear &amp;quot;MP443&amp;quot; slide marking is also seen, and replaces the original markings seen in the standard variant.]]&lt;br /&gt;
[[File:CODAW_MP443_(7).jpg|thumb|none|600px|While not the first game that allows pistols to accept sight attachments, ''Advanced Warfare'' allows every sidearm (including the LeMat revolver) to be fitted with most of the sight attachments featured in this game. The MP-443 here (&amp;quot;Sighted&amp;quot; variant) uses an attachment rail when fitting sights or a laser module, the sight specifically attached here is a &amp;quot;auto focus sight&amp;quot;, which zooms the player's view when remaining stationary (while there is no in-universe reason on ''how'' the player automatically zooms when stationary, it may have been the eyegear that the player character wears interfacing with the sight).]]&lt;br /&gt;
&lt;br /&gt;
==VBR-Belgium PDW==&lt;br /&gt;
&lt;br /&gt;
The [[VBR-Belgium PDW]] returns from ''Ghosts'' as a sidearm, this time being fully automatic and having a garish paint job; unlike ''Ghosts'' where the player character holds it at arm's length in one hand, it is held close using the foregrip. In addition to this, the charging handle is correctly not pulled after a partial reload (whereas in ''Ghosts'' it is always done regardless). However, the reload animation while holding a tactical knife was incorrectly changed to other pistols of its class, meaning the charging handle is not pulled after an empty reload. By default it has a 15 round magazine, increasing to 22 with extended mags.&lt;br /&gt;
&lt;br /&gt;
In Exo Survival mode it is the secondary starting weapon for the Specialist class. Like the Heavy's MP-443, the Specialist's PDW gets a free extended mags upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vbr-b-compact.jpg|thumb|350px|none|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(1).jpg|thumb|none|600px|In Dallas, Texas, a US Marine unholsters his VBR-Belgium PDW to assist local police in a crime scene that happened recently.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(2).jpg|thumb|none|600px|Keeping an eye on local bandits that keep hopping around the block, he aims down his sights across the building.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(3).jpg|thumb|none|600px|After a brief firefight (at literally nothing particular after all), the marine drops the old magazine...]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(4).jpg|thumb|none|600px|... and reloads a new one, showing the [[Glock]]-a-like finish it is trying to imitate.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(5).jpg|thumb|none|600px|Unlike ''Ghosts'', pulling the charging handle back is only done after an empty magazine.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(6).jpg|thumb|none|600px|Reloading the &amp;quot;Chop-Chop&amp;quot; variant with a tactical knife equipped, this variant has a slightly longer barrel and an all-black finish. Unfortunately, as a result of reusing the animations from the MP-443 and the P226 from ''Ghosts'' (rather than its own animation from that game), the player does not chamber a round regardless if the PDW is empty or not.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(7).jpg|thumb|none|600px|The PDWs (as the &amp;quot;Sub Cal&amp;quot; variant) dual-wielded as the marine is currently distracted by the obscure on-going hoverbike race going on at the background.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AMR9&amp;quot;==&lt;br /&gt;
The &amp;quot;AMR9&amp;quot; is a fictional AR15-pattern carbine with a left side charging handle: it is classified as an SMG, even though the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts (a nonexisting feature in any burst-firing weapon), and for some reason its fire mode is described as &amp;quot;double barrel&amp;quot; (instead of &amp;quot;burst fire&amp;quot;) in the HUD in multiplayer. Unique to all SMGs in its category, it can accept a fictional underbarrel grenade launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[Image:CoDAW AMR9 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_AMR9_(1).jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; subgun held by the tactical operator.]]&lt;br /&gt;
[[File:CODAW_AMR9_(2).jpg|thumb|none|600px|Equipping the AMR9 on the high tower pods of Babylon Gardens.]]&lt;br /&gt;
[[File:CODAW_AMR9_(3).jpg|thumb|none|600px|Holding the AMR9; with the AR elements featured in the weapon, it may have been a rebuilt Honey Badger from the previous game, but it is by no means identical.]]&lt;br /&gt;
[[File:CODAW_AMR9_(4).jpg|thumb|none|600px|Iron sights. On a side note, the charging handle on the side of the weapon reciprocates each shot; again, none of the AR variants in real life do that, unless the internal parts are damaged.]]&lt;br /&gt;
[[File:CODAW_AMR9_(5).jpg|thumb|none|600px|Reloading; all of the AR features are present, but the fire selector being positioned in the wrong spot made him all the more distracted and worried because of the fact that there is no &amp;quot;burst&amp;quot; option, despite being a burst-firing weapon. In addition to this, the empty magazine still has bullets modeled in.]]&lt;br /&gt;
[[File:CODAW_AMR9_(6).jpg|thumb|none|600px|Inserting the magazine. Note the &amp;quot;automatic pistol rifle&amp;quot; marking, so presumably it fires entire [[Beretta 93R]]s at people.]]&lt;br /&gt;
[[File:CODAW_AMR9_(7).jpg|thumb|none|600px|Working the charging handle, should all 7 bursts of the SMG (or carbine or PDW?) be expended.]]&lt;br /&gt;
[[File:CODAW_AMR9_(8).jpg|thumb|none|600px|Variants of the AMR9 replace with a new one, the &amp;quot;Pro Pipe&amp;quot; being a wood stock with engravings on it...]]&lt;br /&gt;
[[File:CODAW_AMR9_(9).jpg|thumb|none|600px|... and the &amp;quot;Express&amp;quot; with a more-modern look and tactical feel, along with a fictional future iteration of the ACOG scope. The &amp;quot;9&amp;quot; is printed on the bottom of the rear sights for some variants, though the firing selector markings disappear.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ASM1&amp;quot;==&lt;br /&gt;
The &amp;quot;ASM1&amp;quot; is essentially a futuristic [[Thompson Submachine Gun]]; the campaign version and both the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Royalty&amp;quot; elite supply drop variants in multiplayer come with an M1921 / M1928-style foregrip (though it does not stop the player from attaching a &amp;quot;foregrip&amp;quot; attachment in multiplayer, which does not change the model). It uses a thick dual-column straight magazine with a capacity of 35 rounds in multiplayer, 45 in campaign and 50 in Exo Zombies. The extended magazine attachment in multiplayer gives a 52-round capacity without changing the magazine model, but the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Royalty&amp;quot; variants are actually loaded with a drum magazine; the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Strider&amp;quot; variants also have an actual Thompson stock. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1921AC.jpg|thumb|none|400px|Colt M1921AC Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:CoDAW ASM1 menu icon.jpg|thumb|none|600px|The &amp;quot;ASM1&amp;quot; in the selection menu.]]&lt;br /&gt;
[[File:CODAW_ASM1_(1).jpg|thumb|none|600px|An Atlas infantry soldier with a standard ASM1 on his side, note similarities between this and the Thompson SMG.]]&lt;br /&gt;
[[File:CODAW_ASM1_(2).jpg|thumb|none|600px|The (infamous, real-life or not) &amp;quot;Speakeasy&amp;quot; variant of the ASM1 in the lobby menu; note the drum magazine, foregrip and the (barely visible) stock, which are all features of the Thompson associated with.]]&lt;br /&gt;
[[File:CODAW_ASM1_(3).jpg|thumb|none|600px|With the space Thompson in hand, he brings it to an air defense base underneath the Golden Gate Bridge - under the threat of an incoming tsunami.]]&lt;br /&gt;
[[File:CODAW_ASM1_(4).jpg|thumb|none|600px|Holding the ASM1, nothing really noteworthy.]]&lt;br /&gt;
[[File:CODAW_ASM1_(5).jpg|thumb|none|600px|Iron sights, seems that the rear sights was a victim of a budget cuts incident involving eye perspective in first person shooters compared to real life. The windage adjustment line marks don't really do much, despite being spared.]]&lt;br /&gt;
[[File:CODAW_ASM1_(6).jpg|thumb|none|600px|Pulling out the magazine; which appears to be modeled after a 20 round magazine.]]&lt;br /&gt;
[[File:CODAW_ASM1_(7).jpg|thumb|none|600px|Inserting a fresh magazine. Markings on the weapons say that is a &amp;quot;US Model [of] 2033&amp;quot;, which a number of 4699A, it is classified as an &amp;quot;ASM1 SMG&amp;quot; with the caliber of .45. There is also a large &amp;quot;G. R. ARMAMENTS&amp;quot; marking, which may be one of the weapon manufactures in-universe.]]&lt;br /&gt;
[[File:CODAW_ASM1_(8).jpg|thumb|none|600px|Cocking the handle, it appears that the ASM1 is likely closed-bolt in contrast with the actual Thompson, since the bolt does not lock back to the rear. The charging handle does reciprocate each shot though.]]&lt;br /&gt;
[[File:CODAW_ASM1_(9).jpg|thumb|none|600px|Since &amp;quot;the other wiki&amp;quot; has the same exact shot, Mitchell reloads a non-customized (in game terms) ASM1 in the fission nuclear plant instead, taking a moment to let the campaign version of the foregrip be in the spotlight. The weapon in multiplayer can attach a foregrip to the ASM1 (of all variants), but it is the same foregrip that is used for every other gun in the game.]]&lt;br /&gt;
[[File:CODAW_ASM1_(10).jpg|thumb|none|600px|Hundreds of hours later, having won the lottery for overpowered weapon variants, the Atlas operator admires his &amp;quot;Speakeasy&amp;quot; variant, complete with a drum magazine (which is reflected as an &amp;quot;integral&amp;quot; extended magazine), foregrip and (not seen) wood stock, before being festooned with everything under the sun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP11&amp;quot;==&lt;br /&gt;
The &amp;quot;MP11&amp;quot; is a fictional SMG which appears to be rebuilt from the [[Saab Bofors Dynamics CBJ-MS]] model from ''Ghosts''. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not, due to reused animations from the CBJ-MS from ''Ghosts''. Another one is that &amp;quot;Made in Sweden&amp;quot; can be seen on the left side of the gun, the real CBJ-MS being indeed Swedish. Despite all of this, however, the design bears more similarity to the [[AEK-919K Kashtan]] with some elements of the Umarex Steel Storm BB submachine gun and a few others.&lt;br /&gt;
&lt;br /&gt;
[[File:CBJ-MS.jpg|thumb|none|350px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[File:AEK-919K-left.jpg|thumb|350px|none|AEK-919K Kashtan - 9x18mm Makarov]]&lt;br /&gt;
[[Image:CoDAW MP11 menu icon.jpg|thumb|none|600px|The &amp;quot;MP11&amp;quot; in the selection menu.]]&lt;br /&gt;
[[File:CODAW_MP-11_(1).jpg|thumb|none|600px|A KVA undercover mercenary holding the MP11.]]&lt;br /&gt;
[[File:CODAW_MP-11_(2).jpg|thumb|none|600px|In a bombed out prison in New Baghdad, the KVA operator investigates the area with his MP11. As mentioned before, the weapon is rebuilt from the CBJ-MS from ''Ghosts'', and thus it shares the same animation set.]]&lt;br /&gt;
[[File:CODAW_MP-11_(3).jpg|thumb|none|600px|As a result of this, it may look like he is holding the foregrip that is integral to the CBJ-MS...]]&lt;br /&gt;
[[File:CODAW_MP-11_(4).jpg|thumb|none|600px|... (though he gets briefly distracted by the irons) ...]]&lt;br /&gt;
[[File:CODAW_MP-11_(5).jpg|thumb|none|600px|... which does not even exist on this submachine gun at all.]]&lt;br /&gt;
[[File:CODAW_MP-11_(6).jpg|thumb|none|600px|Inserting the magazine, to clearly show the &amp;quot;MADE IN SWEDEN&amp;quot; markings which is true of the CBJ-MS's origins.]]&lt;br /&gt;
[[File:CODAW_MP-11_(7).jpg|thumb|none|600px|And once again, pulling the charging handle back once dry. The bolt doesn't appear to have been informed of this, however.]]&lt;br /&gt;
[[File:CODAW_MP-11_(8).jpg|thumb|none|600px|The sand-blasted &amp;quot;Plunderer&amp;quot; variant, along with player-attached suppressor, foregrip and a target-enhancer scope. Some variants (including this one) of the MP11 in-game do not have stocks modeled in; while a stock attachment can be used on this weapon, it does not change its appearance.&amp;lt;br&amp;gt;Oddly, even target enhancer scopes picked up from enemies will show enemies in red, meaning presumably they are trained to shoot everyone ''except'' the glowing ones.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] has been added via a September 2015 update. This is the only ''Call of Duty'' title where the player character holds the underside of the weapon behind the magwell, when in idle. In the other games of the series, the character grasps either the magwell or (incorrectly) the magazine itself. The rate of fire in-game is higher than its real life counterpart, at 800 - 1000 (with the Rapid Fire attachment) RPM by default, or 705 - 882 RPM while using the &amp;quot;Parabellum&amp;quot; variant. This uses the same firing sounds as the &amp;quot;KF5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:CoDAW MP40.jpg|thumb|none|600px|The MP40 in the selection menu.]]&lt;br /&gt;
[[File:CODAW_MP40_(1).jpg|thumb|none|600px|A Nigerian security officer with a piece of antique history on his hands. As a museum security officer, he knows one thing left to do...]]&lt;br /&gt;
[[File:CODAW_MP40_(2).jpg|thumb|none|600px|Nothing says &amp;quot;I love my job&amp;quot; so much as to bring an intact MP40 in a [[Call of Duty: Modern Warfare 2|eerily similar]] rooftop of an on-going skyrise in Greece.]]&lt;br /&gt;
[[File:CODAW_MP40_(3).jpg|thumb|none|600px|The MP40 in idle, having seen the internet of &amp;quot;what is the best way to hold the MP series of German submachine guns, the [[Raiders of the Lost Ark#MP40|Arabian way]]&amp;quot;, he holds the firearm by the underside directly behind the magazine well.]]&lt;br /&gt;
[[File:CODAW_MP40_(4).jpg|thumb|none|600px|Iron sights; it may not be the best grip to hold the Maschinenpistole, but at least it is better than to have it jam all of the time.]]&lt;br /&gt;
[[File:CODAW_MP40_(5).jpg|thumb|none|600px|Reloading, the Nigerian officer pulls out the magazine...]]&lt;br /&gt;
[[File:CODAW_MP40_(6).jpg|thumb|none|600px|... and shoves a new one. This animation does not seem to be shared from earlier games, fortunately to some.]]&lt;br /&gt;
[[File:CODAW_MP40_(8).jpg|thumb|none|600px|When empty, the bolt locks forward.]]&lt;br /&gt;
[[File:CODAW_MP40_(7).jpg|thumb|none|600px|Rather than locking the bolt to the rear and slapping it (something that would be seen later in ''[[Call of Duty: Black Ops III|Black Ops III]]'' or ''[[Call of Duty: Vanguard|Vanguard]]''), the player character yanks the charging handle directly, with the bolt locking back to the middle.]]&lt;br /&gt;
[[File:CODAW_MP40_(9).jpg|thumb|none|600px|After upgrading his MP40 in the Pack-A-Punch lootbox, he holds his &amp;quot;''[[Call of Duty: World at War#MP40|After Burner]]''&amp;quot; with dual mags, a foregrip and a pre-attached laser sight. He had his fair share of fun on that night.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SAC3&amp;quot;==&lt;br /&gt;
The &amp;quot;SAC3&amp;quot; is a futurized version of the [[TDI Vector#KRISS K10|KRISS K10]] prototype from 2013, albeit with a stock based on a standard KRISS Vector. The player character always uses a SAC3 in each hand (meaning it has an automatic akimbo &amp;quot;attachment&amp;quot;) and it is only available in multiplayer and Exo Zombies. Some variants (such as &amp;quot;JK&amp;quot;, &amp;quot;Blood &amp;amp; Glory&amp;quot; and &amp;quot;Pain &amp;amp; Suffering&amp;quot;) have removed stocks, while the latter two including the &amp;quot;Sporter&amp;quot; variant have longer barrels. An update later added some supply drop variants that are single-wielded, which come with a red-dot sight attachment by default.&lt;br /&gt;
&lt;br /&gt;
[[File:K10-2013.jpg|thumb|none|400px|KRISS K10, 2013 prototype - .45 ACP]]&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Vector - .45 ACP]]&lt;br /&gt;
[[File:CoDAW SAC3 menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;SAC3&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_SAC_(1).jpg|thumb|none|600px|An Argonaut paratrooper holding the SAC3s in both of his hands. While he certainly looks badass, he wouldn't be the star of the show, just yet...]]&lt;br /&gt;
[[File:CODAW_SAC_(2).jpg|thumb|none|600px|Meanwhile in Exo Zombies, Lilith Swann ([[Rose McGowan]]) holds her dual-wielded SAC3s in a doomed Atlas carrier with clipping issues, dooming those who use high FOV.]]&lt;br /&gt;
[[File:CODAW_SAC_(3).jpg|thumb|none|600px|In preparation for the next round, she drops the magazines on each pair, before the traditional off-screen reload.]]&lt;br /&gt;
[[File:CODAW_SAC_(4).jpg|thumb|none|600px|After dropping down to the heights of South Korea, the Argonaut holds a single SAC3 &amp;quot;Loner&amp;quot; variant one-handed, the iron sights never get to be used at all, as a fictional red dot sight takes place.]]&lt;br /&gt;
[[File:CODAW_SAC_(5).jpg|thumb|none|600px|After pulling the magazine out, he awkwardly checks if there are any rounds inside, which there are.]]&lt;br /&gt;
[[File:CODAW_SAC_(6).jpg|thumb|none|600px|He then inserts the magazine without issue; considering that these single-wielded variants were added after a patch, the reloads seem to be haphazardly animated somewhat.]]&lt;br /&gt;
[[File:CODAW_SAC_(7).jpg|thumb|none|600px|Using his psychokinetic powers, he drops the magazine down using his one hand rather than interacting it with another.]]&lt;br /&gt;
[[File:CODAW_SAC_(8).jpg|thumb|none|600px|He inserts a new one in a slightly different angle...]]&lt;br /&gt;
[[File:CODAW_SAC_(9).jpg|thumb|none|600px|... and pulls the vertical charging handle.]]&lt;br /&gt;
[[File:CODAW_SAC_(10).jpg|thumb|none|600px|Reloading the blinged out &amp;quot;Pain &amp;amp; Suffering&amp;quot; variant. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants other than the &amp;quot;Thunder &amp;amp; Lighting&amp;quot;, presumably because of reasons.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The prototype version of the [[SIG-Sauer MPX]] appears as the &amp;quot;KF5&amp;quot;, equipped with a carbon fiber handguard. It is the 2013 prototype, as evidenced by the number of diagonal vents above the handguard, though it is fitted with the telescoping stock of the 2012 prototype. It is the primary starting weapon for the Light class in Exo Survival. The charging handle incorrectly reciprocates during firing; it seems that the weapon model wasn't designed for this animation, as missing textures can be seen when the charging handle moves backward. The KF5 features a weapon quirk that the first six rounds (incorrectly described as five rounds) in each magazine will deal increased damage to enemy targets, indicated by the brighter muzzle flash when the weapon fires. It may be attributed that the weapon's first six rounds use a different type of ammunition, though it is unclear if that is the case.&lt;br /&gt;
&lt;br /&gt;
As usual for weapons in the ''Call of Duty'' series, the selector switch is set to safe. Interestingly, the empty reloading animation is the same as the &amp;quot;even&amp;quot; animation of the ''[[Call of Duty: Black Ops II]]'' &amp;quot;Peacekeeper&amp;quot; when the latter's &amp;quot;fast mag&amp;quot; is used.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|400px|SIG-Sauer MPX, 2013 prototype - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX, 2012 prototype - 9x19mm]]&lt;br /&gt;
[[File:CoDAW MPX menu icon.jpg|thumb|none|400px|In-game menu icon of the MPX.]]&lt;br /&gt;
[[File:CODAW_KF5_(1).jpg|thumb|none|600px|An Atlas campaign veteran with the futurized (or less-than futurized, considering the design stems from its prototypes) &amp;lt;s&amp;gt;MP5&amp;lt;/s&amp;gt; MPX on hand.]]&lt;br /&gt;
[[File:CODAW_KF5_(2).jpg|thumb|none|600px|Pulling the charging handle upon drawing the MPX in the Artic circle.]]&lt;br /&gt;
[[File:CODAW_KF5_(3).jpg|thumb|none|600px|Handling the MPX, waiting for further orders.]]&lt;br /&gt;
[[File:CODAW_KF5_(4).jpg|thumb|none|600px|Aiming through the aperture drum sights.]]&lt;br /&gt;
[[File:CODAW_KF5_(5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODAW_KF5_(6).jpg|thumb|none|600px|Empty reload; the operator flicks the mag out.]]&lt;br /&gt;
[[File:CODAW_KF5_(7).jpg|thumb|none|600px|Inserting the magazine.]]&lt;br /&gt;
[[File:CODAW_KF5_(8).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODAW_KF5_(9).jpg|thumb|none|600px|The MPX &amp;quot;Marxman&amp;quot; with a longer barrel (which translates to increased damage range at the cost of damage and recoil), player-customized dual-magazines, suppressor, red dot sight and red overall dressing.]]&lt;br /&gt;
[[File:CODAW_KF5_(10).jpg|thumb|none|600px|The &amp;quot;Single Stack&amp;quot; variant, which increases the rate of fire at the cost of damage. This variant also appears in singleplayer (albeit without the small device on the side).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SN6&amp;quot;==&lt;br /&gt;
The &amp;quot;SN6&amp;quot; is a futuristic HK-style SMG taking most of its style cues from the [[Heckler &amp;amp; Koch UMP45]]. Despite clearly having a paddle magazine release (which Mitchell can interact in his reload animations during the singleplayer campaign), it has the same incorrect detaching operation for an empty magazine as the AK-12 in multiplayer. The left side of the receiver indicates &amp;quot;Made in America&amp;quot; and &amp;quot;9x19 Luger&amp;quot;, but weapon in-game has a straight magazine (which holds 30 rounds in Exo Zombies, 32 rounds for all other modes); the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&amp;amp;W. The weapon itself borrows a strange attribute from the &amp;quot;HAMR&amp;quot; light machine gun in ''Black Ops II'', wherein the first four (three incorrectly mentioned in its weapon description) shots of each burst fire faster at 1090 RPM, while the remainder of the shots in a burst fire at 800 RPM. The weapon's attributes are likely inspired by the hyperburst feature in the [[AN-94]] rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:CoDAW SN6 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;SN6&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_SN6_(1).jpg|thumb|none|600px|An Atlas MP holding the SN6.]]&lt;br /&gt;
[[File:CODAW_SN6_(2).jpg|thumb|none|600px|After a traffic jam in Lagos gone wrong, Mitchell draws his SN6, slapping the bolt like a typical HK firearm.]]&lt;br /&gt;
[[File:CODAW_SN6_(3).jpg|thumb|none|600px|With the SN6 on hand, he wonders if other parts of the world suffer terrible traffic jams during the 2060s. The two wide vents on the top emanate visible smoke during the first four initial rounds when firing the weapon. Attaching a suppressor mitigates this.]]&lt;br /&gt;
[[File:CODAW_SN6_(4).jpg|thumb|none|600px|Aiming, using the holographic markings as its rear sight.]]&lt;br /&gt;
[[File:CODAW_SN6_(5).jpg|thumb|none|600px|As mentioned earlier, Mitchell is probably the only one who took notice of the paddle magazine release when reloading.]]&lt;br /&gt;
[[File:CODAW_SN6_(6).jpg|thumb|none|600px|But that is not all, he can either throw the used magazine to the side...]]&lt;br /&gt;
[[File:CODAW_SN6_(7).jpg|thumb|none|600px|... retain the used magazine...]]&lt;br /&gt;
[[File:CODAW_SN6_(8).jpg|thumb|none|600px|... or retain the used magazine to the point that the markings (and fire selector) are shown. This variant of the reload animation is also used when reloading a partial magazine in multiplayer (but not a full magazine, as the auto detaching feature took its place).]]&lt;br /&gt;
[[File:CODAW_SN6_(9).jpg|thumb|none|600px|Regardless though, when the weapon is empty, he pulls the charging handle on the side.]]&lt;br /&gt;
[[File:CODAW_SN6_(10).jpg|thumb|none|600px|The MP reloading his &amp;quot;Precision&amp;quot; variant. Attaching a foregrip to the weapon will change its cocking sound for some reason. The &amp;quot;Magistrate&amp;quot;, &amp;quot;Cycled&amp;quot;, &amp;quot;Executioner&amp;quot;, &amp;quot;Money&amp;quot;, &amp;quot;The Third&amp;quot; and this variant have longer barrels, with some variants have different muzzle devices and stocks.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] has been added via a November 2015 update. It is properly held from the handguard, unlike in most ''Call of Duty'' games where it is held from the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODAW_Sten_(1).jpg|thumb|none|600px|A British soldier disguised as his counterpart in WW2 from the African campaign (complete with the Sten Mk II), for a celebration in the Parliament of England... sadly in a more pressing manner.]]&lt;br /&gt;
[[File:CODAW_Sten_(2).jpg|thumb|none|600px|With no time to gear up amongst his crew, he pulls out what he has on his bag: the obsolete Sten gun, putting the bolt from safe to ready.]]&lt;br /&gt;
[[File:CODAW_Sten_(3).jpg|thumb|none|600px|While staring in shock that the Big Ben is under attack by an unknown enemy force, he clutches on the Sten to stay determined.]]&lt;br /&gt;
[[File:CODAW_Sten_(4).jpg|thumb|none|600px|He checks the sights, thankfully still present. The weapon icon of the Sten Gun includes a Picatinny rail, although the actual rail on the weapon only appears if any sights are equipped, as this one lacks them by default.]]&lt;br /&gt;
[[File:CODAW_Sten_(5).jpg|thumb|none|600px|Normally on celebrations like this, he would load blank rounds for acting occasions. But since this is an invasion on British soil...]]&lt;br /&gt;
[[File:CODAW_Sten_(6).jpg|thumb|none|600px|... this will change (and the magazine too).]]&lt;br /&gt;
[[File:CODAW_Sten_(7).jpg|thumb|none|600px|Once loaded, he pulls back the cocking handle, with an unfortunate rocket saying hello.]]&lt;br /&gt;
[[File:CODAW_Sten_(8).jpg|thumb|none|600px|Knowing his [[Call of Duty: WWII|ance]][[Call of Duty: Vanguard|stors]] well, he decides to deck out the Sten with post-modern attachments, simply because bringing an obsolete firearm wouldn't fare well against the far technologically superior firearms he will encounter later.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Metal Storm MAUL==&lt;br /&gt;
The [[Metal Storm Weapons|MAUL]] returns from ''Ghosts'', still called the &amp;quot;Bulldog&amp;quot;; indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5, which can be potentially increased further to 9 or underloaded to 4 with the &amp;quot;Berserker&amp;quot; variant. Notably, the player character makes the poor decision (during reloading) of lining up the barrel, then driving it fully into place by slapping the muzzle; this breaks just about the #1 rule of firearm safety: &amp;quot;Don't point a firearm at anything you aren't willing to destroy- such as, say, your own hand&amp;quot;. Attaching a suppressor or fast reloading the weapon will make the player character push the barrel with their fingers or simply not push the barrel at all, respectively.&lt;br /&gt;
&lt;br /&gt;
Variants of the MAUL change the stock (&amp;quot;Man-o-War&amp;quot;, &amp;quot;Grip Taped&amp;quot;, &amp;quot;Quick Barrel&amp;quot; all use unique stocks while the &amp;quot;Face Hammer&amp;quot; and &amp;quot;Mancy&amp;quot; use solid stocks), while &amp;quot;Carnage&amp;quot; removes the stock (despite using the &amp;quot;Man-o-War&amp;quot; stock in its weapon icon).&lt;br /&gt;
&lt;br /&gt;
[[File:MAUL Shotgun.jpg|thumb|none|400px|MAUL shotgun in standalone configuration - 12 gauge preloaded barrel]]&lt;br /&gt;
[[File:CODAW_MSMaul_(1).jpg|thumb|none|600px|A Sentinel Intel operative with her MAUL shotgun. While not seen in this view, there are spare barrels in the stock (which only appears in default gun and the variants of it that use the original stock); these are never used.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(2).jpg|thumb|none|600px|Having got one in a 3D Printer (as opposed to getting one right off the bat), Oz ([[John Malkovich]]) pulls the MAUL out, in Exo Zombies.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(3).jpg|thumb|none|600px|The MAUL at the ready inside of an Atlas RND facility. Knowing he would be doomed anyway, Oz takes his chances.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(4).jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(5).jpg|thumb|none|600px|Several shots later, he pulls out the preloaded barrel.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(6).jpg|thumb|none|600px|And inserts a new one either out of the stock or out of his hyperspace pockets.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(7).jpg|thumb|none|600px|Being a janitor, not a trained soldier, gun safety isn't his strongest point (and so as others who reload the weapon normally).]]&lt;br /&gt;
[[File:CODAW_MSMaul_(8).jpg|thumb|none|600px|The &amp;quot;Carnage&amp;quot; variant, which does not have a stock modeled onto the gun.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(9).jpg|thumb|none|600px|&amp;quot;Quick Barrel&amp;quot; variant, showing off its customized stock.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(10).jpg|thumb|none|600px|Reloading the variant. With a suppressor attached, slamming the muzzle isn't an option, which is a good thing.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tac-19&amp;quot;==&lt;br /&gt;
The &amp;quot;Tac-19&amp;quot; is a reworked version of the [[UTAS UTS-15]] model from ''Ghosts''; interestingly, the game files refer this weapon to as the &amp;quot;UTS-19&amp;quot;. It now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant. Mechanically, however, it is handled as a standard shotgun, with the spherical blast effect purely cosmetic; the weapon actually fires eight hitscan &amp;quot;pellets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is the primary starting weapon for the Specialist class in Exo Survival.&lt;br /&gt;
&lt;br /&gt;
[[File:UTS-15 Gen2.JPG|thumb|none|400px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[File:CoDAW Tac19 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Tac-19&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_Tac19_(1).jpg|thumb|none|600px|The Tac-19 in the hands of a KVA operator.]]&lt;br /&gt;
[[File:CODAW_Tac19_(2).jpg|thumb|none|600px|The Tac-19 in downtown New Baghdad.]]&lt;br /&gt;
[[File:CODAW_Tac19_(3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_Tac19_(4).jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:CODAW_Tac19_(5).jpg|thumb|none|600px|Pumping the weapon after firing.]]&lt;br /&gt;
[[File:CODAW_Tac19_(6).jpg|thumb|none|600px|Inserting &amp;quot;shells&amp;quot; or whatever the shotgun loads.]]&lt;br /&gt;
[[File:CODAW_Tac19_(7).jpg|thumb|none|600px|Pumping after all shells are filled, typical for the series.]]&lt;br /&gt;
[[File:CODAW_Tac19_(8).jpg|thumb|none|600px|&amp;quot;Round House&amp;quot; variant.]]&lt;br /&gt;
[[File:CODAW_Tac19_(9).jpg|thumb|none|600px|Reloading the &amp;quot;Haymaker&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The prototype [[AK-12]] returns from ''Ghosts'', this time with bakelite magazines from the [[AK-74]]. Its model and animations are similar to that in ''Ghosts'', but with a lighter paint job, and a different empty reload animation that shows the magazine spontaneously detaching itself without input from the player character. The iron sights have been changed from ''Ghosts'', making them less true to that of the real weapon; the front sight is also mounted on the gas block. However, the singleplayer version has the actual front sight seen in ''Ghosts'' (including that fact that it is attached to the muzzle brake, like the real 2012 prototype of the AK-12), and some supply drop variants (such as &amp;quot;G&amp;quot;, &amp;quot;Wrecker&amp;quot;, &amp;quot;Feeder&amp;quot;, &amp;quot;Finger Tap&amp;quot;, and &amp;quot;R.I.P.&amp;quot;, the latter referring to the late Mikhail Kalashnikov, the designer of the AK series) in multiplayer have the correct front and rear sights (with some such as &amp;quot;Grenadier&amp;quot;, &amp;quot;Hair Trigger&amp;quot;, &amp;quot;Bleeder&amp;quot;, and &amp;quot;Lance&amp;quot; only one of the correct sights).&lt;br /&gt;
&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|400px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[File:CoDAW AK12 menu icon.jpg|thumb|none|400px|Multiplayer menu icon of the AK-12.]]&lt;br /&gt;
[[File:CODAW_AK-12_(1).jpg|thumb|none|600px|The AK-12 in the hands of a Nigerian special forces operator (as a side note, some of the cosmetic options that are used from the Nigerian parts are reused for the North Korean soldiers in the opening mission).]]&lt;br /&gt;
[[File:CODAW_AK-12_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(7).jpg|thumb|none|600px|&amp;quot;Finger Trap&amp;quot; variant, with its correct iron sights.]]&lt;br /&gt;
[[File:CODAW_AK-12_(8).jpg|thumb|none|600px|Aiming the &amp;quot;Finger Trap&amp;quot; sights.]]&lt;br /&gt;
[[File:CODAW_AK-12_(9).jpg|thumb|none|600px|Reloading the &amp;quot;Grenadier&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]] has been added to multiplayer as the &amp;quot;AK-47&amp;quot;, via a September 2015 update. It has many visual features of the AK-47 Type II (most notably the buttstock with the sling loop and the metal stock mounting bracket), but combined with an AKM-style ribbed dust cover and barrel trunnion. The rear of the receiver also has two rivets positioned similarly to those of an AKM. The barrel is slightly elongated (extending past the front sight), and there is a scope mount by default. The reloading animation has been changed compared to past ''Call of Duty'' games, being similar to the in-game AK-12, but with the finger sensibly engaging the magazine release on an empty/fast reload as opposed to the weird automatic detaching operation of the former.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:CODAW_AK-47_(1).jpg|thumb|none|600px|The AK along with the Nigerian support operator.]]&lt;br /&gt;
[[File:CODAW_AK-47_(2).jpg|thumb|none|600px|Bringing up the AK hybrid.]]&lt;br /&gt;
[[File:CODAW_AK-47_(3).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODAW_AK-47_(4).jpg|thumb|none|600px|Aiming. Note that the charging handle doesn't move when firing.]]&lt;br /&gt;
[[File:CODAW_AK-47_(5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODAW_AK-47_(6).jpg|thumb|none|600px|Inserting the magazine.]]&lt;br /&gt;
[[File:CODAW_AK-47_(7).jpg|thumb|none|600px|Empty reload, note the finger pushing the magazine release.]]&lt;br /&gt;
[[File:CODAW_AK-47_(8).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bal-27&amp;quot;==&lt;br /&gt;
The &amp;quot;Bal-27&amp;quot; is a fictional weapon built from the [[MSBS Series|MSBS-5.56B Radon]] model from ''Ghosts'' into something resembling the [[FN F2000 Tactical]] - though, rather than a standard magazine, it feeds from a P90-style dorsal polycarbonate box magazine that loads into a compartment on top of the stock; as a result of this, it cannot take the Dual Magazine modification. The magazine holds 30 rounds in both singleplayer and Exo Zombies, and 32 - 48 in multiplayer by default or 35 - 52 with the &amp;quot;SPR&amp;quot; variant. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign. &lt;br /&gt;
&lt;br /&gt;
Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle. A bizarre attribute for the weapon in multiplayer is that the first 4 rounds fire at 666 RPM, while the fifth shot and afterwards would fire at 705 RPM, in reverse of the &amp;quot;SN6&amp;quot; mentioned above and the &amp;quot;HBRa3&amp;quot; below. All shots after the fifth shot emit smoke at the vents of the weapon, attaching a suppressor diminishes that effect. The variable fire rate does not exist in singleplayer, and all shots are fired from this weapon are at 857 RPM. It is unclear how the &amp;quot;Bal-27&amp;quot; ejects its casings, since there is no modeled ejection port on the right side of the gun, only a mirror of the left side (which can be seen by increasing the mouse sensitivity or looking its third person model).&lt;br /&gt;
&lt;br /&gt;
[[Image:MSBS-5,56.jpg|thumb|none|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]]&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:FN FS2000 RIS.jpg|thumb|none|400px|FN FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODAW_Bal27_(1).jpg|thumb|none|600px|Having traded his &amp;quot;EM1&amp;quot; beam weapon for a Bal-27, the Atlas Recon Beamer (which appears as an opponent in Exo Survival) holds the franken-bullpup at the ready.]]&lt;br /&gt;
[[File:CODAW_Bal27_(2).jpg|thumb|none|600px|Shortly after &amp;quot;pressing F to pay respects&amp;quot;, the first thing one sees after that is Mitchell briefly inspecting his Bal-27 in a simulated training environment.]]&lt;br /&gt;
[[File:CODAW_Bal27_(3).jpg|thumb|none|600px|Sometime after that, Mitchell chambers the bullpup upon drawing it.]]&lt;br /&gt;
[[File:CODAW_Bal27_(4).jpg|thumb|none|600px|The Bal in idle; the weapon in this specific sequence has the Atlas Corporation markings printed out on the side, while the versions outside of it do not.]]&lt;br /&gt;
[[File:CODAW_Bal27_(5).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODAW_Bal27_(6).jpg|thumb|none|600px|All reloads involve opening some cover behind the weapon's rear sight that blocks the magazine, which Mitchell himself interacts in non-empty reload animations, or the gun's cover opening up itself in empty magazines. Once the magazine is inserted, Mitchell closes the cover by slamming it downwards or by flicking the gun.]]&lt;br /&gt;
[[File:CODAW_Bal27_(7).jpg|thumb|none|600px|Like the SN6 before it, the Bal-27 features three (or six, if you count both empty and non-empty) unique reload animations only available in singleplayer. This variant of the reload animation is the non-empty one in multiplayer.]]&lt;br /&gt;
[[File:CODAW_Bal27_(8).jpg|thumb|none|600px|Attaching a grenade launcher overrides the weapon's reload animations to the third variant, which involves flicking the gun to close the cover in a non-empty reload. This also happens in multiplayer.]]&lt;br /&gt;
[[File:CODAW_Bal27_(9).jpg|thumb|none|600px|Chambering the weapon once again after an empty reload.]]&lt;br /&gt;
[[File:CODAW_Bal27_(10).jpg|thumb|none|600px|The &amp;quot;AE&amp;quot; supply drop variant of the &amp;quot;Bal-27&amp;quot;, which is notably obtained by pre-ordering certain editions of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''Ghosts'', with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a sling added. It still has markings suggesting it is chambered in 5.45x39mm, and oddly retains the US flag on the side of the receiver, despite being mostly used by Korean and KVA forces (though the latter is plausible considering that the faction is a terrorist organization). It incorrectly fires in 3-round burst mode instead of fully-automatic, and still has the issue on the fire selector seen in ''Ghosts''. The &amp;quot;Superlite&amp;quot;, &amp;quot;Head Shot&amp;quot;, and the &amp;quot;Damnation&amp;quot; supply drop variants has an elongated barrel like that of the civilian ARX-100 variant. It still uses the same &amp;quot;CO2&amp;quot; black cased rounds when reloading (a holdover from ''Ghosts'', once again), despite the weapon ejecting brass when firing.&lt;br /&gt;
&lt;br /&gt;
While both campaign and Exo Zombies versions of the rifle hold 30 rounds, the multiplayer version holds 45 rounds instead, despite using the same magazine model. &lt;br /&gt;
&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|400px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_ARX160_(1).jpg|thumb|none|600px|The ARX-160 wielded by the Atlas &amp;quot;Whiteout&amp;quot; operative (with some creative liberty changes from the set).]]&lt;br /&gt;
[[File:CODAW_ARX160_(2).jpg|thumb|none|600px|Unfolding the stock of the ARX, which is the same as ''Ghosts''.]]&lt;br /&gt;
[[File:CODAW_ARX160_(3).jpg|thumb|none|600px|The rifle in shelter on the Rocky Mountains.]]&lt;br /&gt;
[[File:CODAW_ARX160_(4).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODAW_ARX160_(5).jpg|thumb|none|600px|Tossing out the magazine.]]&lt;br /&gt;
[[File:CODAW_ARX160_(6).jpg|thumb|none|600px|Inserting a new one. At least the flag marking helps him know where he is right now.]]&lt;br /&gt;
[[File:CODAW_ARX160_(7).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:ARX-100.jpg|thumb|none|400px|Beretta ARX-100, the civilian version of the ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[File:CoDAW ARX160 Damnation menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;ARX-160 - Damnation.&amp;quot; Note the strange AK-style stock; only this variant and &amp;quot;Steel Bite&amp;quot; use different wood stocks.]]&lt;br /&gt;
[[File:CODAW_ARX160_(8).jpg|thumb|none|600px|The &amp;quot;Superlite&amp;quot; with a longer barrel and a longer gas tube; it's no [[Call of Duty: Infinite Warfare#Beretta ARX-160|OSA]], but it'll do.]]&lt;br /&gt;
&lt;br /&gt;
==Browning BLR==&lt;br /&gt;
The [[Browning BLR]] has been added via a November 2015 update, and is simply referred to as &amp;quot;Lever Action&amp;quot;. The lever is operated extremely fast, making it behave almost like a semi-automatic weapon, similarly to the &amp;quot;M1 Irons&amp;quot;. It has a large Wild West Guns style lever loop, which is flip-cocked during an empty reload or first draw in ''Terminator 2''-style, similarly to the Winchester Model 1887 from ''Call of Duty: Modern Warfare 2'' and ''Call of Duty: Black Ops''. In addition, the standard rear sight has been replaced by an extremely large flip-up aperture sight seemingly mounted on the front of the stock; this automatically flips up when the player character aims the rifle, powered by some strange, unknown force.&lt;br /&gt;
&lt;br /&gt;
[[File:BLR White Gold.jpg|thumb|none|400px|Browning BLR - .308 Winchester]]&lt;br /&gt;
[[File:CODAW_BLR_(1).jpg|thumb|none|600px|A scavenger holding the lever-action BLR. Note that the sights are flipped up by default on the third-person model.]]&lt;br /&gt;
[[File:CODAW_BLR_(2).jpg|thumb|none|600px|Spin-cocking the rifle upon first draw.]]&lt;br /&gt;
[[File:CODAW_BLR_(3).jpg|thumb|none|600px|The BLR in Liberty Island. The flip-up sights seem to be clipping onto the player's hand on higher FOV.]]&lt;br /&gt;
[[File:CODAW_BLR_(4).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODAW_BLR_(5).jpg|thumb|none|600px|Cocking the lever after firing.]]&lt;br /&gt;
[[File:CODAW_BLR_(6).jpg|thumb|none|600px|Dropping a used magazine, the rounds seem to be too generic to ID.]]&lt;br /&gt;
[[File:CODAW_BLR_(7).jpg|thumb|none|600px|Inserting a fresh mag. Though BLR by default is rather ornate, the scavenger would need better firearms along the way.]]&lt;br /&gt;
[[File:CODAW_BLR_(8).jpg|thumb|none|600px|Flipping and chambering the weapon.]]&lt;br /&gt;
[[File:CODAW_BLR_(9).jpg|thumb|none|600px|&amp;quot;Breecher&amp;quot; variant, which removes the decorative markings for some reason.]]&lt;br /&gt;
[[File:CODAW_BLR_(10).jpg|thumb|none|600px|&amp;quot;Repeater&amp;quot; variant, along with many player customized bits. Attaching a sight does not flip up the aperture iron sight, though it's not really recommended to aim at that view, as the bolt will hit in one's face.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EPM3&amp;quot;==&lt;br /&gt;
The &amp;quot;EPM3&amp;quot; is a fictional semi-automatic energy weapon only appearing in multiplayer, seemingly rebuilt from the ground-up using the [[FN SCAR]] as its basis or its inspiration. It is fitted with a side-pistol grip (a feature used in the real-life [[Denel PAW-20]]) based on the [[IWI X95 Flattop]] and fires condensed bolts of energy that deal high damage. Categorized as a &amp;quot;Heavy Weapon&amp;quot; that acts more as a marksman rifle, it features unlimited ammunition as the fictional &amp;quot;EM1&amp;quot; direct energy weapon, but it can overheat; it will do so after around nine to eleven shots if fired rapidly.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|400px|none|Third-Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_EPM_(1).jpg|thumb|none|600px|An player disguised as an &amp;quot;EPM3&amp;quot; operator from Exo Survival holding her namesake weapon; Exo Survival enemies mostly use the same customization options as the player in multiplayer modes.]]&lt;br /&gt;
[[File:CODAW_EPM_(2).jpg|thumb|none|600px|In downtown Detroit, the operator pulls out the certainly-not-a-SCAR.]]&lt;br /&gt;
[[File:CODAW_EPM_(3).jpg|thumb|none|600px|The EPM3 in idle, a change from the chaotic scenery that is Exo Survival.]]&lt;br /&gt;
[[File:CODAW_EPM_(4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_EPM_(5).jpg|thumb|none|600px|Menaced by a horrifying lens flare - that is the sun, the operator fires her EPM3 to show how intimidating would this be.]]&lt;br /&gt;
[[File:CODAW_EPM_(6).jpg|thumb|none|600px|Though granted, the integral plasma space reactor is something new to deal with.]]&lt;br /&gt;
[[File:CODAW_EPM_(7).jpg|thumb|none|600px|But it is a new one for sure. Once the reactor cools down, she closes up the reactor...]]&lt;br /&gt;
[[File:CODAW_EPM_(8).jpg|thumb|none|600px|... and flips a switch. In concept arts, it is an &amp;quot;emergency shut-off switch&amp;quot;, although it remains unmarked in the game itself.]]&lt;br /&gt;
[[File:CODAW_EPM_(9).jpg|thumb|none|600px|The &amp;quot;Magnified&amp;quot; variant, which adds a front shroud near the top of the weapon. This is actually the variant used in the default weapon's Create-a-Class image, as the said shroud is missing when using it.]]&lt;br /&gt;
[[File:CODAW_EPM_(10).jpg|thumb|none|600px|The &amp;quot;Parsec&amp;quot; variant, with wood furniture added in. Hopefully the wood would insulate well.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HBRa3&amp;quot;==&lt;br /&gt;
The &amp;quot;HBRa3&amp;quot; appears to be a reworking of the [[CZ 805 BREN]] model from ''Ghosts''; the resulting weapon seems to take a lot of visual cues from the [[Robinson Armament XCR]]. It has a VLTOR style stock, and the magwell indicates that it is chambered in 7.62x39mm, which is possible for both the CZ 805 and the XCR, the actual magazine itself appears to be based on the ASC 20rd 7.62x39mm magazine as evident by its length. It is also fitted with Diamondhead flip-up sights, handguard stop, folding charging handle, custom two tone pistol grip and muzzle brake. As with the SN6, the rifle in multiplayer fires at 857 RPM for the first 4 shots, 625 RPM afterwards.&lt;br /&gt;
&lt;br /&gt;
It appears to be the standard weapon of the US military in the game's universe, though it is also sometimes used by other factions. It is also seen held by a soldier on the game's box cover.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ805bren-a1.jpg|thumb|none|400px|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Robarm XCR L.jpg|thumb|none|400px|Robinson Armament XCR - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_HBRa_(1).jpg|thumb|none|600px|A US Expeditionary marine holding the &amp;quot;HBRa3&amp;quot;.]]&lt;br /&gt;
[[File:CoDAW-HBRa3-1.jpg|thumb|none|600px|&amp;quot;''Ooo-Rah!''&amp;quot;&amp;lt;br&amp;gt;The marines along with Mitchell and Will (foreground, unmasked) holding their &amp;quot;HBRa3s&amp;quot; during the introduction. Note that in the actual mission following this cutscene, the &amp;quot;IMR&amp;quot; replaces the HBRa3 in the player's loadout.]]&lt;br /&gt;
[[File:CODAW_HBRa_(2).jpg|thumb|none|600px|Having entered the frontlines of Seoul, the marine cocks his futuristic &amp;quot;not-an-AR&amp;quot; 5.56 rifle.]]&lt;br /&gt;
[[File:CODAW_HBRa_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_HBRa_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(8).jpg|thumb|none|600px|&amp;quot;Raider&amp;quot; variant.]]&lt;br /&gt;
[[File:CODAW_HBRa_(9).jpg|thumb|none|600px|&amp;quot;Bear Fist&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IMR&amp;quot;==&lt;br /&gt;
The &amp;quot;IMR&amp;quot; (&amp;quot;Integrated Munitions Rifle&amp;quot;) is a fictional assault rifle based on the [[IWI X95 Flattop]] model from ''Ghosts'' (the thumbhole + cutlass pistol grip resembles the [[Saritch]], which was in ''BOII''). In the game it is described as having an integral 3D printer which appears to actually be a ''Star Trek'' replicator since it never requires any additional base materials; it simply regenerates ammunition into the player's reserve, presumably meaning the weapon contains several hundred rounds of ammunition (540/144/148 to be exact, depending on gamemode). The weapon appears to functionally be a liquid propellant rifle using a tank of copper thermite (!) mounted in the stock; this is never replaced, oddly enough. Reloading involves pulling a mysterious tube above the receiver in line with the front of the 3D printer unit, which makes bullets go into to the magazine in a way that is not particularly clear. Since the weapon uses a non-traditional &amp;quot;magazine&amp;quot; of sorts, dual magazines are not supported on this weapon, though how would an extended &amp;quot;magazine&amp;quot; work (as it is an available attachment) is entirely a mystery.&lt;br /&gt;
&lt;br /&gt;
It is not particularly clear how the 3D printer is actually supposed to be useful since it would simply add bulk to the weapon and cannot print different types of ammunition for different targets which would be the only conceivable advantage of such a device, and since the weapon does not have variable charge settings, using liquid propellant would only decrease the mass of propellant carried in a particular space due to the lower density of a liquid compared to a solid.&lt;br /&gt;
&lt;br /&gt;
In gameplay, the IMR in multiplayer and Exo Zombies fires in four round bursts, while the version in singleplayer fires in fully automatic, both of which under a very high 1200 RPM. Certain IMRs with red dot sights encountered in singleplayer have ammunition printing capabilities which print 30 rounds in reserve in a span of 30 seconds all at once, while every other variant encountered throughout the campaign do not have such capabilities. In multiplayer and Exo Zombies however, 4 rounds will be generated every 5 seconds as long as reserve ammunition isn't completely filled. It can also somehow be speed reloaded, despite using the same reload animation when reloading normally.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|400px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[Image:Bts weapons imr.jpg|thumb|none|600px|Concept art of the &amp;quot;IMR&amp;quot; rifle showing the propellant tank and 3D printer. Note the &amp;quot;unbonded aluminum and copper oxide&amp;quot; label on the propellant tank. This means the propellant is copper thermite, a much faster-burning reaction than the more familiar iron thermite, to the point it behaves more like flash powder. Precisely how the weapon would deal with the residual molten copper or survive the immense heat of a thermite reaction inside its receiver is not clear.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(1).jpg|thumb|none|600px|A Sentinel special operative holding the &amp;quot;IMR&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(2).jpg|thumb|none|600px|In a exoskeleton black market under investigation, the Sentinel operative holds his IMR in case things go south.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(7).jpg|thumb|none|600px|Reloading the &amp;quot;Hunter&amp;quot; variant, with a charcoal black finish; perfect for the covert operator.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(8).jpg|thumb|none|600px|&amp;quot;Boar Strike&amp;quot; variant, this variant uses a wood stock and (not seen) a custom bridge connecting the bottom of the pistol grip to the stock and propellant tank. Some variants remove the bridge, while others have an extended barrel and/or gas port.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(9).jpg|thumb|none|600px|At a combat simulation in a classified location (likely from a repurposed Atlas facility), the Sentinel holds the &amp;quot;Impact&amp;quot; variant. This specific variant is the main variant of the IMR throughout the campaign and the above concept art, at least in first person; as it uses the default multiplayer finish when dropped or used by other characters.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(10).jpg|thumb|none|600px|In singleplayer, the only version of the &amp;quot;IMR&amp;quot; that can actually print ammunition is the one that has a printing indicator behind the red dot sight, in contrast in other game modes where all IMRs have 3D printing capabilities (albeit with different mechanics). This version has a unique front sight as well, with the last-generation versions of the game having an unique rear sight on-top of the printing indicator.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] has been added via a February 2016 update. Like in ''[[Call of Duty: World at War|World at War]]'' and ''[[Call of Duty: Black Ops|Black Ops]]'', a non-empty clip can be manually ejected in a longer reloading process, though it can be speed reloaded (with the reload duration faster than the empty reload).&lt;br /&gt;
&lt;br /&gt;
The M1 Garand is also depicted with a &amp;quot;sticky bolt&amp;quot; which requires a manual push of the bolt to close it at the end of either reload (as with ''[[Call of Duty 3]]'' and ''[[Call of Duty: World at War - Final Fronts]]'') or at first draw. This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CoDAW-M1Garand.jpg|thumb|none|600px|The M1 Garand in the selection menu.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(1).jpg|thumb|none|600px|Like father, like exo-son, the operator holds the M1 rifle.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(2).jpg|thumb|none|600px|While abnormal to manually push the bolt, at least this rifle (likely a reproduction, given the future setting) won't give you Garand thumb.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(3).jpg|thumb|none|600px|Back on a ski village in the Rocky Mountains, the operator cosplayer patrols the area, M1 Garand on hand.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(8).jpg|thumb|none|600px|Bubba strikes again! The rifle is now filled with various attachments you wouldn't want on a rather authentic rifle. The ACOG placement especially, as that clip and spent rounds will hit your face when you aim.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] with A2 handguards has been added via a September 2015 update; it is simply referred to as &amp;quot;M16&amp;quot;. It lacks its bolt release paddle for some reason, despite the reload animation showing the character using it.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A4Standard.jpg|thumb|none|400px|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_M16A4_(1).jpg|thumb|none|600px|The M16A4 held by a Sentinel medic.]]&lt;br /&gt;
[[File:CODAW_M16A4_(2).jpg|thumb|none|600px|At a volcano observatory center in Hawaii, the Sentinel patrols the area with her M16. Unlike previous games featuring the M16, there is no first draw animation.]]&lt;br /&gt;
[[File:CODAW_M16A4_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M16A4_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M16A4_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M16A4_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M16A4_(7).jpg|thumb|none|600px|A customized bog-standard M16A4 equipped with a fictional foregrip, a suppressor and a bizarrely overcomplicated unfolding thermal sight. Note that the weapon is correctly set to 3-round burst fire.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] is a retextured version of the model from ''Ghosts'', catagorised as an assault rifle in-game. It is treated more like its ''Modern Warfare 3'' incarnation, with no dedicated scope and sharing the accessories used by other standard rifles. It has the same curious detaching operation of an empty magazine with most other weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(1).jpg|thumb|none|600px|An Atlas patrol officer with the Mk 14 EBR.]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MK14EBR_(8).jpg|thumb|none|600px|Reloading the &amp;quot;Sport&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] has been added via an August 2015 update.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[Image:CoDAW Stg44.jpg|thumb|none|600px|Some supply drop variants of the Sturmgewehr 44 in the selection menu.]]&lt;br /&gt;
[[File:CODAW_STG44_(1).jpg|thumb|none|600px|A KVA militia with what is generally considered an antique assault rifle in his hands.]]&lt;br /&gt;
[[File:CODAW_STG44_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_STG44_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_STG44_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_STG44_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_STG44_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_STG44_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_STG44_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Atlas 20mm&amp;quot;==&lt;br /&gt;
A giant fictional anti-materiel rifle called the &amp;quot;Atlas 20mm&amp;quot; is available in the game; it is a futuristic version of the [[Barrett M82A2]], with a free-floating barrel resembling that of the [[Walther WA 2000|WA 2000]]. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the ''Modern Warfare 3'' UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning. Additionally, the weapon is never seen being cocked in any way; while this could be possible were the weapon open-bolt (with some form of mechanism to prevent the bolt from dropping on an empty magazine), such an accuracy-reducing configuration would make precious little sense on a sniper rifle, unless the rifle is used against big targets such as light vehicles or exosuit units, where accuracy isn't much of a concern.&lt;br /&gt;
&lt;br /&gt;
Unlike other sniper rifles, it cannot accept iron sights nor alternative scopes, though the weapon can accept a variable zoom scope in Exo Survival.&lt;br /&gt;
&lt;br /&gt;
[[File:Scoped M82A2.jpg|thumb|none|500px|Barrett M82A2 with riflescope - .50 BMG]]&lt;br /&gt;
[[File:CoDAW Atlas20mm menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Atlas 20mm&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(1).jpg|thumb|none|600px|An Atlas officer with a giant 20mm firearm that can be best described as a &amp;quot;chonker&amp;quot; of a rifle.]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(4).jpg|thumb|none|600px|Aiming through the scope, which is probably the only way one would fire the weapon; note that ''Advanced Warfare'' does not feature dual-rendered scopes as ''Ghosts'' did, and so the area outside the scope is magnified just as much as the area inside.]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Atlas20mm_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] is essentially identical to its ''Ghosts'' incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission &amp;quot;Throttle&amp;quot;, where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5. It has the same curious detaching operation of an empty magazine as with most weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(1).jpg|thumb|none|600px|A Sentinel soldier with the GM6 Lynx on display.]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(2).jpg|thumb|none|600px|Drawing the GM6. Note the markings read &amp;quot;LEOPARD GM6&amp;quot;, which is a corruption of Gepard, the manufacturer of the rifle.]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_GM6Lynx_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] has been added via a July 2015 update; it is called &amp;quot;SVO&amp;quot; in-game. The firing sounds are reused from the GM6.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDAW Dragunov.jpg|thumb|none|600px|Some supply drop variants of the Dragunov in the selection menu.]]&lt;br /&gt;
[[File:CODAW_SVD_(1).jpg|thumb|none|600px|A hunter with the SVD.]]&lt;br /&gt;
[[File:CODAW_SVD_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_SVD_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_SVD_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_SVD_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_SVD_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_SVD_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_SVD_(8).jpg|thumb|none|600px|The SVD's unscoped iron sights.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
A reworked version of the [[CETME Ameli]] pattern is used by Atlas PMC troops. The belt features an odd lighting error; the rounds will reflect the color of the level's sky but not local light sources, which mean, for example, they will appear to be blue in the singleplayer mission &amp;quot;Utopia.&amp;quot; The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation. The Ameli depicted in-game has - for no obvious reason - a Heckler &amp;amp; Koch side-folding stock, additional RIS rails on the handguard and new iron sights. As with its counterpart from ''Ghosts'', it fitted with an NB variant muzzle device, but with the MG42-styled charging handle (which incorrectly reciprocates during its first draw and reload animations) of the NA pattern.&lt;br /&gt;
&lt;br /&gt;
The fire rate of the weapon is at 666 RPM by default, instead of the 800 - 1200 RPM that the original weapon has. Using the Rapid Fire attachment, or using certain weapon variants increases to 833 RPM, or 700/800 RPM respectively, with the latter potentially increasing to 882 to 1000 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli (late NB model) - 5.56x45mm]]&lt;br /&gt;
[[Image:HK G36KA4 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_MG81_(1).jpg|thumb|none|600px|An Atlas orbital drop operative with the CETME Ameli.]]&lt;br /&gt;
[[File:CODAW_MG81_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MG81_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MG81_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MG81_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MG81_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MG81_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_MG81_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Pytaek&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Pytaek&amp;quot; machine gun appears to be a reworked version of the [[LSAT]] model from ''Ghosts''; interestingly, &amp;quot;LSAT&amp;quot; can be seen inscribed below the rear sight, and the game files refer this weapon to as such. Many of the cosmetic alterations also resemble elements of the [[Heckler &amp;amp; Koch MG5]] machine gun (particularly its earlier HK121 variant). The side of the weapon indicates that it is manufactured by &amp;quot;Sledgehammer Industries&amp;quot; and chambered in &amp;quot;7.62mm×51 Caseless&amp;quot;, the latter of which suggests a futuristic caliber development, as there is no caseless version the 7.62x51mm NATO round currently in existence. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.&lt;br /&gt;
&lt;br /&gt;
[[File:LSAT.jpg|thumb|none|400px|AAI Corporation LSAT light machine gun with front and rear sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK121 (pre-MG5) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDAW Pytaek menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Pytaek&amp;quot;. The forend completely lacks the LSAT's heat shield and has a front sight/gas block combo. It also has the LSAT's Negev/KAC LMG style short top cover, though the rest of the receiver's top is shaped akin to the HK121. The stock also resembles that of the [[FN SSR]].]]&lt;br /&gt;
[[File:CODAW_Pytaek_(1).jpg|thumb|none|600px|A Sentinel commando holding the Pytaek machine gun.]]&lt;br /&gt;
[[File:CODAW_Pytaek_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Pytaek_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Pytaek_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Pytaek_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Pytaek_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Pytaek_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_Pytaek_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XMG&amp;quot;==&lt;br /&gt;
The [[GAU-19/A]] is the basis of the &amp;quot;XMG&amp;quot;, a dual-wielded drum-fed Gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special &amp;quot;lockdown&amp;quot; mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move. Bizarrely, this mode is the only time in which the barrels actually rotate; in standard mode, they remain in the same alignment, and, just to make things more confusing, reciprocate all at once during firing.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[File:CODAW_XMG_(1).jpg|thumb|none|600px|What seems to be something incomprehensible holding the XMGs.]]&lt;br /&gt;
[[File:CODAW_XMG_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_XMG_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_XMG_(4).jpg|thumb|none|600px|&amp;quot;Lockdown Mode&amp;quot; extends the barrels and anchors the player character to the ground; oddly, the sights on the weapons are not positioned where they would be useful in this mode, even though this is the only time the weapon can really be fired accurately.]]&lt;br /&gt;
[[File:CODAW_XMG_(5).jpg|thumb|none|600px|Reloading the XMGs; first, the barrel retracts just briefly to its non-lockdown mode state.]]&lt;br /&gt;
[[File:CODAW_XMG_(6).jpg|thumb|none|600px|Then the player character lifts the guns right up to reload, presumably so the player can see the rather small drums.]]&lt;br /&gt;
[[File:CODAW_XMG_(7).jpg|thumb|none|600px|Moments later, these are ejected by what can be assumed to be the same ghost of nonsensical reloads past that automatically removes the magazines from some of the other weapons.]]&lt;br /&gt;
[[File:CODAW_XMG_(8).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] returns as the &amp;quot;MAAWS&amp;quot;, now classified as a launcher instead of being regulated as a pointstreak. It is seen fitted with a side-mounted (and sideways) reflex sight, which, as with the other launchers, must be aimed through to fire the weapon, an AN/PEQ laser, and a seemingly pointless sling strap wrapped around it.&lt;br /&gt;
&lt;br /&gt;
As with ''Ghosts'', it is depicted as a manually-guided launcher, something that isn't a feature of the real weapon. However, it isn't depicted as a semi-automatic, two shot rocket launcher as depicted in singleplayer. It also does not split its rocket into two as with multiplayer and Extinction.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[File:CoDAW MAAWS model.jpg|thumb|none|500px|In-game model of the Carl Gustav M3.]]&lt;br /&gt;
[[File:CODAW_MAAWS_(1).jpg|thumb|none|600px|A Marine holding the Carl Gustav.]]&lt;br /&gt;
[[File:CODAW_MAAWS_(2).jpg|thumb|none|600px|Not asking any questions, he aims down through the reflex sight, wondering if the thing can fire homing missiles in the 2070s.]]&lt;br /&gt;
[[File:CODAW_MAAWS_(3).jpg|thumb|none|600px|Sliding down with the MAAWS reveals somewhat helpful instructions, if any of them are obeyed at all.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] can secretly be found in the singleplayer mission &amp;quot;Throttle&amp;quot;, likely as a development placeholder since it was never intended to be found (as it is called &amp;quot;WEAPON_RPG&amp;quot; in-game). The weapon is mostly recycled from ''Modern Warfare 3'', and has no firing sound.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CoDAW-RPG-1.jpg|thumb|none|600px|The RPG-7's glitched third person position in &amp;quot;Throttle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
Two [[M18 smoke grenade]]s are visible on Gideon's chest rig at the start of the mission &amp;quot;Atlas.&amp;quot; These grenades can also be seen in &amp;quot;Marine Shotgun&amp;quot;, &amp;quot;KVA Support&amp;quot; and &amp;quot;KVA Believer&amp;quot; cosmetic player chest rigs (or &amp;quot;loadouts&amp;quot; as they're called in-game). These are designated as &amp;quot;G15&amp;quot; red smoke grenades in-universe.&lt;br /&gt;
&lt;br /&gt;
The tactical variant of the fictional &amp;quot;variable grenade&amp;quot; is modeled after the M18 smoke grenade. These grenades have the ability to switched between Flash, EMP and Threat modes. Tactical variants of the variable grenade turn into blob-like grenades from multiplayer if they're detonated under the &amp;quot;threat&amp;quot; setting, the same applies to the &amp;quot;flash&amp;quot; setting, which turn into a yellow traditional grenade once they're detonated. The &amp;quot;EMP&amp;quot; setting will not leave out any grenade casings at all. This model of grenade only appears in singleplayer (whereas in multiplayer the grenade is replaced by a blob-like grenade with the same function), and they operate the same way as the other variant of the &amp;quot;variable grenade&amp;quot; mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:CoDAW-M18-1.jpg|thumb|none|600px|Two M18 smoke grenades are visible among the series of random objects attached to Gideon's chest.]]&lt;br /&gt;
[[Image:CODAW_M18G_(1).jpg|thumb|none|600px|One M18 grenade can be spotted on the chest rig of the Marine operator, while another can be found at the lower pocket. The 12 gauge shotgun shells at the rig (as well as the PMags) seem to be pointless as the shotgun he is wielding isn't rather conventional...]]&lt;br /&gt;
[[Image:CODAW_M18G_(2).jpg|thumb|none|600px|Using another variant, a close look can be seen.]]&lt;br /&gt;
[[File:CoDAW Flashbang.jpg|thumb|none|600px|The in-game tactical grenade in Flash mode in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
A pair of [[RGD-5 hand grenade]]s are visible on the &amp;quot;Nigerian Armoured&amp;quot; chest rig in multiplayer. These have a orange stripe and a black paint-scheme, which may have been modeled after the training variant. These grenades are not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:RGD-5 training grenade.jpg|thumb|none|200px|URG-N RGD-5 training grenade]]&lt;br /&gt;
[[Image:CODAW_RGD5_(1).jpg|thumb|none|600px|A Nigerian armored soldier with Russian surplus on his rig.]]&lt;br /&gt;
[[Image:CODAW_RGD5_(2).jpg|thumb|none|600px|Closer look.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Smart grenade&amp;quot; (Airsoft 40mm grenade)==&lt;br /&gt;
The lethal variant of the &amp;quot;variable grenade&amp;quot; used in singleplayer is actually based on an Airsoft 40mm &amp;quot;grenade&amp;quot; round with channels for firing a burst of 6mm BBs. It is capable of either regular timed fragmentation setting (which are the traditional explosive grenades seen in previous games), contact setting where it detonates upon hitting surfaces, and most curiously, a &amp;quot;smart&amp;quot; setting which guides the grenade to a valid target like a homing rocket at the player's crosshair. Mitchell switches grenade modes of both types by swiping down with his thumb. On occasion, enemies throw &amp;quot;microwave&amp;quot; grenades (similar to modern-day incendiary grenades, that blink and glow red when thrown), which use the exact same model as the lethal variable grenade. This implies that the variable grenade also has a microwave option, while not available to the player.&lt;br /&gt;
&lt;br /&gt;
It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilizing itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the &amp;quot;MDL&amp;quot; grenade launcher found in the missions &amp;quot;Induction&amp;quot; and &amp;quot;Crash&amp;quot;, though in other missions and in multiplayer the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerized target assessment and guidance system and a set of thrusters into a grenade body and still have any room left for explosives is not clear. Throwing a variable grenade under the smart setting without sufficient distance to arm itself to guide to the targets will simply be defused, falling to ground without any detonation (which is similar to the launched grenades' safeties in previous games). The contact setting has no such sort of safety system, and it can be detonated in any distance (even if it leads to the user's death).&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the player character is much too lazy to actually throw grenades and so instead uses a wrist-mounted launcher which fires odd, vaguely organic-looking glowy blobs which look like either an executive toy or something a Metroid would hatch out of. Characters in Exo Zombies will bother pulling the pin of the blob-looking grenade, but only if they do not have their exoskeleton on. The lethal variant only appears in singleplayer (with the smart setting exclusive to it, separate contact grenades are used in other modes), as traditional frag and semtex grenades only appear in other modes. Both types of variable grenade appear in several chest rigs of the multiplayer character, though they're never used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Airsoft40mm.jpg|thumb|none|400px|Swiss Arms 40mm Airsoft &amp;quot;grenade,&amp;quot; a typical example of an Airsoft 40mm round]]&lt;br /&gt;
[[Image:CoDAW-Grenade-1.jpg|thumb|none|600px|&amp;quot;It's not stupid, it's advanced.&amp;quot;]]&lt;br /&gt;
[[Image:CoDAW-Grenade-2.jpg|thumb|none|600px|A smart grenade fired from the MDL in &amp;quot;Induction&amp;quot; is visible flying through the air to the left; not only can this MDL apparently fire entire hand grenades, but it does so with the safety levers still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Two [[Browning M2HB]]s in remote weapon stations (more precisely, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in &amp;quot;Induction&amp;quot; and the one that must be destroyed in &amp;quot;Fission.&amp;quot; Some Titans, like the ones in &amp;quot;Atlas,&amp;quot; lack them.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-M2-1.jpg|thumb|none|600px|In the future, heavy machine guns will have progressed to the point where they no longer require receivers.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s are seen mounted on ''[[Call of Duty: Ghosts|Ghosts]]''' GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission &amp;quot;Traffic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:CoDAW-DshK-1.jpg|thumb|none|600px|Mitchell takes a look at a mounted DShK after dealing with a group of KVA terrorists who had planned for everything except his team's ability to commit point violations of the laws of physics.]]&lt;br /&gt;
[[Image:CoDAW-DShK-2.jpg|thumb|none|600px|Fleeing from a nuclear plant built in accordance with the ''Command &amp;amp; Conquer'' school of architecture, Mitchell dashes past a DShK-equipped GAZ-2975.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] used on Abrams tanks in ''Ghosts'' is seen mounted on the turret of the T-740 tank in the mission &amp;quot;Biolab,&amp;quot; though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission &amp;quot;Atlas;&amp;quot; presumably these tanks are the older T-600s mentioned in &amp;quot;Biolab.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|400px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
[[Image:CoDAW-GMG-1.jpg|thumb|none|600px|Two GMGs are visible on the turret side-structures of what is presumably a T-600 tank.]]&lt;br /&gt;
[[Image:CoDAW-GMG-2.jpg|thumb|none|600px|Later, while the characters who are allowed to talk during gameplay plot their escape from the Biolab, Mitchell takes a moment to use his futurescope to admire the GMG mounted on the T-740.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
&lt;br /&gt;
The [[GAU-19/A]] is also the basis of the mounted miniguns in the multiplayer maps Bio Lab (not to be confused with the aforementioned &amp;quot;Biolab&amp;quot; singleplayer mission), Atlas Gorge and Kremlin, and of the sentry gun scorestreak as well. The two models appear to be based on the GAU-19-based &amp;quot;Death Machine&amp;quot; from Black Ops II; the sentry gun model is substantially reworked, with longer and more slender barrels.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-GAU19-1.jpg|thumb|none|600px|The player character in Exo Survival takes a look at the business end of her sentry gun's futuristic GAU-19/A.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;GAU-3/A&amp;quot; on the &amp;quot;XS1 Goliath&amp;quot; powered armor is based on the [[General Dynamics M197 Vulcan]]. In the singleplayer mission &amp;quot;Terminus&amp;quot; it has a realistic rate of fire, but in &amp;quot;Captured&amp;quot; and in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:CoDAW-M197-1.jpg|thumb|none|600px|While participating in ridiculous plan to infiltrate New Baghdad with two robot suits dangling from helicopters, Mitchell makes use of his futuristic M197.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The futuristic VTOL A-10 replacement used in the &amp;quot;bombing run&amp;quot; scorestreak and seen in several singleplayer missions mounts a [[General Electric GAU-8/A Avenger]] cannon under the nose. It is incorrectly depicted with eight barrels instead of seven barrels.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:CODAW_GAU8A.jpg|thumb|none|600px|The GAU-8/A in rest along with the A-10.]]&lt;br /&gt;
[[File:CODAW_GAU8A_(1).jpg|thumb|none|600px|Another GAU-8/A mounted to the A-10 in &amp;quot;Armada&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in &amp;quot;Collapse&amp;quot; and &amp;quot;Armada.&amp;quot; The ships seem oddly apathetic about actually using them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]&lt;br /&gt;
[[File:CODAW_M61Vulcan.jpg|thumb|none|600px|A low-detailed Vulcan in a US destroyer vessel in &amp;quot;Armada&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A crossbow with modern-furniture and futurized sights appears in multiplayer, firing only explosive bolts as with the likes of the ''Black Ops'' series. Unlike ''Black Ops II'' though, it can only accept scopes with no ability to fire three shots at the time.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
As in ''[[Modern Warfare 3]]'', in Exo Survival mode an icon of a [[Beretta 92FS]] is used to mark the position of the Weapon Armory, where the players can buy and upgrade their weapons.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Charleville Model 1777 Flintlock Musket==&lt;br /&gt;
The collection in &amp;quot;Sentinel&amp;quot; also includes what appear to be a pair of Model 1777 [[Charleville Musket]]s. They cannot be used.&lt;br /&gt;
[[File:Charleville 1777.jpg|thumb|none|400px|Charleville Mousquet Modèle 1777 - .69 caliber]]&lt;br /&gt;
[[File:CoDAW-Flintlock-1.jpg|thumb|none|600px|Completely ignoring his current mission, Mitchell takes a look at Irons' irons.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified holstered pistol==&lt;br /&gt;
What appears to be a stylized [[Smith &amp;amp; Wesson M&amp;amp;P]] or [[Walther P99]] variant (or at best, a hybrid of it) is seen holstered on some multiplayer operator skins and most campaign soldiers.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Walther P99 - Military version.jpg‎|thumb|none|350px|Walther P99 - Military version - 9x19mm]]&lt;br /&gt;
[[File:CODAW BBuss (1).jpg|thumb|none|600px|An Atlas-geared multiplayer operative not-really-holding a Blunderbuss; the slightly-futurized pistol sits holstered across his chest. Note that the P99-like pistol grip, along with the M&amp;amp;P-ish beavertail and slide.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1885==&lt;br /&gt;
The collection in &amp;quot;Sentinel&amp;quot; also includes a [[Winchester 1885 High Wall|Winchester Model 1885]] rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a what appears to be a Malcolm scope fitted. It cannot be used.&lt;br /&gt;
[[File:Winchester Model 1885.jpg|thumb|none|400px|Winchester Model 1885 - .45-70 Government]]&lt;br /&gt;
[[File:CoDAW-Sharps-1.jpg|thumb|none|600px|Mitchell reels as he discovers the true scale of Atlas' advanced weapon programs. Note what seems like Hi-Lux short Malcolm scope replica.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1630317</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1630317"/>
		<updated>2023-11-23T07:58:47Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Bolt-action AK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 41]], depicted with front serrations.&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, Konig grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available. In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-58&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot; in an official render. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK rail series.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem near the serial number has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-58&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK rail series.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-58 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;. Barrel options include 9&amp;quot; and approximately 20&amp;quot; barrels.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot;.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot;. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mm cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as now the operator racks the bolt at the end of the process instead of in the beginning. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot; is written, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming. The sights are slightly off due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and tugging the charging handle to release the bolt, with a round visibly being chambered. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith. Note the two selector switches.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QBJ-95. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|Type 91 grenade launcher (35mm) mounted on QBZ-95 (5.8x42mm)]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch GMG ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1628764</id>
		<title>Half-Life</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1628764"/>
		<updated>2023-11-18T08:11:04Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Satchel Charge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Half-life.jpg|thumb|right|300px|''Half-Life'' (1998)]]&lt;br /&gt;
'''''Half-Life''''' is a sci-fi FPS developed by Valve and published by Sierra studios, released in 1998. It is notable for being Valve's debut in the gaming industry and the first game in the ''Half-Life'' series. It is well known and acclaimed for its lack of cut-scenes (using scripted sequences instead), realistic worlds, (at the time) advanced AI, and seamless storytelling. It also helped jump-start the FPS storytelling genre. It has sold 9.3 million copies by 2009. It was followed by a sequel, ''[[Half-Life 2]]'', and a fan-made remake, ''[[Black Mesa]]''. It was also ported to the newer Source engine used in ''Half-Life 2'' instead of the older GoldSrc engine, and subsequently re-branded as ''Half-Life: Source''.&lt;br /&gt;
&lt;br /&gt;
Three ''Half-Life'' expansions which were developed by Gearbox Software were spawned after the success of the first game: ''Opposing Force'', released in 1999, ''Blue Shift'', released in 2001 and originally intended for a cancelled Sega Dreamcast port of the game (also including a &amp;quot;High Definition Pack&amp;quot;, which replaces all of the game's NPC and weapon models with higher-resolution counterparts), and ''Decay'', which was only officially included alongside the base game in its PlayStation 2 port released in 2001. A fan remake of the first two expansions was developed under the name ''[[Operation: Black Mesa]]''. The HD Pack from ''Blue Shift'' was later ported back to ''Half-Life'' and ''Opposing Force''. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Half-Life'' and its expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is the standard issue sidearm of the Black Mesa security guards. It has a 17 round magazine capacity and is accurate, but not particularly powerful. The secondary fire button makes it fire faster, but with reduced accuracy. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using the pistol in the ''Opposing Force'' expansion pack. The Glock (and the 92FS in the HD pack) is one of the few firearms in the game that can fire underwater.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|Glock 17 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:Hl glock original.jpg|thumb|none|600px|Dr. Freeman looks down on a dead bullsquid with his Glock 17 in hand.]]&lt;br /&gt;
[[Image:Hl glock reload.jpg|thumb|none|600px|Freeman reloads his Glock, showing off its windowed magazine.]]&lt;br /&gt;
[[Image:Hl glock empty.jpg|thumb|none|600px|Freeman dumps an empty magazine. Whether the magazine is actually totally depleted or not, the ejected magazine shows no rounds in the window, nor a spring. Note also how it falls out oddly.]]&lt;br /&gt;
[[Image:HLPistolFiring.jpg|thumb|none|600px|Freeman fires his pistol. Note how the shell is about the same size as the ejection port.]]&lt;br /&gt;
[[Image:Half-Life G17 1.jpg|thumb|none|600px|A suppressed Glock 17 in the hands of a dead Black Ops assassin. This weapon cannot be picked up or used by the player, and remains modeled after a Glock 17 even when the HD pack is installed.]]&lt;br /&gt;
[[File:Hl1glock-1.jpg|thumb|none|600px|A Black Mesa security guard fires his Glock 17. Their Glocks use unique models from the ones found on the ground, used by Black Ops assassins or HECU medics in ''Opposing Force''.]]&lt;br /&gt;
[[Image:W Glock-HLS.jpg|thumb|none|600px|A Glock lays by its former Security Guard companion in ''Half-Life: Source''.]]&lt;br /&gt;
[[Image:Hl glock opfor.jpg|thumb|none|601px|Corporal Adrian Shephard reloads his Glock 17 in ''Opposing Force'' (note the different texture) next to a HECU medic checking his surroundings with his own pistol.]]&lt;br /&gt;
[[File:Hlop4glock-1.jpg|thumb|none|600px|The pistols used by Black Ops assassins in ''Opposing Force'' are the same as those wielded by HECU medics, but with a suppressor; unlike the ones from the original game, the suppressor does not use a &amp;quot;chromed&amp;quot; material.]]&lt;br /&gt;
[[Image:HalflifeBlueShiftGlock.jpg|thumb|none|601px|In ''Blue Shift'', the new texture from Opposing Force is used if not playing with HD models.]]&lt;br /&gt;
[[Image:BlueShiftBanner.JPG|thumb|none|600px|Barney Calhoun holds a Glock in the Steam Banner artwork for ''Half-Life: Blue Shift'' replacing the unidentified pistol mentioned below.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The High Definition pack replaces the Glock 17 with the [[Beretta 92FS]], as well as ''Half-Life: Source'''s &amp;quot;Ultra&amp;quot; High Definition pack. The change is purely aesthetic, and changes none of the weapon's stats. Although 17-round magazines are possible on a real Beretta 92FS, these ones have a deeper base than the one on the 15-round model in the game, and were not in existence when the HD pack was released.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:Half-Life 92FS 1.jpg|thumb|none|600px|The Beretta 92FS in Freeman's hand in the HD version of Half-Life. It incorrectly operates in DAO mode.]]&lt;br /&gt;
[[Image:Half-Life 92FS 4.jpg|thumb|none|600px|The 92FS locks empty.]]&lt;br /&gt;
[[Image:Half-Life 92FS 3.jpg|thumb|none|600px|Having dealt with one of his zombified former co-workers, Freeman reloads his Beretta.]]&lt;br /&gt;
[[File:HL-BS-Beretta.jpg|thumb|none|600px|Barney reloads his Beretta in ''Half-Life: Blue Shift''. Like the Glock from the non-HD version, there are no rounds visible in the magazine, regardless of its remaining ammo count. In contrast to what is seen here, there is no visible magazine at all when performing a partial reload in ''Half-Life'' and ''Half-Life: Opposing Force'', due to an oversight. Note the nearby &amp;quot;USMC Ordnance&amp;quot; crate which once broken, reveals a [[Browning M2HB]] as described which Barney can arm.]]&lt;br /&gt;
[[File:Hlbsberetta-1.jpg|thumb|none|600px|Barney takes some time out of his day to get some shots in at the range. Another difference the ''Blue Shift'' version of the Beretta has is that the slide moves, whereas the ''Opposing Force'' and ''Half-Life'' versions has it only move when it runs dry.]]&lt;br /&gt;
[[Image:Beretta92-HLS-2.jpg|thumb|none|600px|Freeman brings a Beretta to work in the Ultra HD universe.]]&lt;br /&gt;
[[Image:Beretta92-HLS.jpg|thumb|none|600px|Sensing a premonition, Freeman reloads his gun in the Ultra HD version. Note the Beretta trademarks which are clearly visible with this model.]]&lt;br /&gt;
[[Image:Half-Life 92FS 2.jpg|thumb|none|600px|The third-person model is noticeably shorter, somewhat comparable in length to the [[Beretta 85FS]].]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The stainless .357 Magnum [[Colt Python]] is found mid-way through the game at the bottom of a blast pit and is far more powerful than the 9mm pistol, but is offset by a small capacity and a lower rate of fire. Reloading is done with the help of a speedloader, but it is still slower than the Glock's. The reload animation is actually longer than the reload process itself, as the player can fire the revolver right after inserting new rounds into its cylinder (though this is not the case in ''Half-Life: Source''). The Python's cylinder appears to not be attached to its crane nor ejector rod (which remain stationary while reloading), and it can be seen floating outside the gun when it is swung out.&lt;br /&gt;
&lt;br /&gt;
In the multiplayer part of the game, the Colt Python is additionally equipped with a laser pointer under the barrel. This enables the player to use a zoom function, which acts as the secondary fire mode.&lt;br /&gt;
[[Image:Python6in.jpg|thumb|none|350px|Colt Python, Stainless finish with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Half-Life Python 6.jpg|thumb|none|600px|The original Half-Life version of the Python without the HD patch. Note the lack of cylinder latch, an error which remains present on ''all'' versions of the game's revolver.]]&lt;br /&gt;
[[File:Hl1python-2.jpg|thumb|none|600px|The multiplayer version of the Python with an underbarrel laser sight.]]&lt;br /&gt;
[[Image:HLOPythonFlick.jpg|thumb|none|600px|Freeman flicks open the cylinder and prepares to dump a couple of .357 rounds. Note that the cartridges are not correctly lined up with the chambers. The chambers on the cylinder are also incorrectly positioned inside the fluted sections of it.]]&lt;br /&gt;
[[Image:HLOPythonTilt.jpg|thumb|none|600px|Freeman, in idle, plays with the hammer of the original Python, showing off both the single screw below the cylinder that's indicative of the Python, as well as the model's very odd perspective.]]&lt;br /&gt;
[[File:Hl1python-1.jpg|thumb|none|601px|Freeman finds the first Python in the game, next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The High-Definition pack replaces the Colt Python by a [[Colt Anaconda]] with wood grips, though it is still shown using .357 Magnum ammunition. A cut ammo box model that reads &amp;quot;.44 Magnum&amp;quot; can be found in the game's files, implying that the Colt would have always been a .44 Magnum model.&lt;br /&gt;
[[File:Colt Anacondas Wood Grips.jpg|thumb|none|350px|Colt Anaconda with 4&amp;quot;, 6&amp;quot; &amp;amp; 8&amp;quot; barrel and Wooden Grips - .44 Magnum]]&lt;br /&gt;
[[File:Half-Life Python 2.jpg|thumb|none|600px|Freeman repeats the same move in the HD universe as he waits for his H.E.V. suit to be charged up. Note that the trigger actually moves backwards when Dr. Freeman pushes the hammer down.]]&lt;br /&gt;
[[File:Half-Life Python 5.jpg|thumb|none|600px|The multiplayer version of the revolver with laser sight under the barrel.]]&lt;br /&gt;
[[File:Half-Life Python 4.jpg|thumb|none|600px|In the HD version, Dr. Freeman holds the Colt Anaconda as he observes some poorly-spelled Marine graffiti.]]&lt;br /&gt;
[[File:Half-Life Python 3.jpg|thumb|none|600px|Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads his revolver. Despite the increased detail, the chambers remain misaligned compared to the fluting of the cylinder.]]&lt;br /&gt;
[[File:HLPythonSL.jpg|thumb|none|600px|Freeman then slams a speedloader into the cylinder.]]&lt;br /&gt;
[[File:Python-HLS.jpg|thumb|none|600px|Finding a place where the grass is even greener, despite being named &amp;quot;Source&amp;quot;, Freeman plays with a very shiny Anaconda.]]&lt;br /&gt;
[[File:Half-Life Python 1.jpg|thumb|none|600px|The world-model of the HD Anaconda where it first appears in the original game, lying next to a dead Black Mesa security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears only in the ''Opposing Force'' expansion pack as the standard-issue sidearm of the U.S. Marines. The weapon is also seen used at times by Black Mesa security guards. The Desert Eagle has an attached LAM (Laser Aiming Module), which can be turned on and off using the secondary fire key. Strangely enough, the iron sights are removed from the first person model (whereas the world model appears to have them), which would make any sort of aiming with it difficult in real life unless using the LAM (sure enough, the weapon in-game is quite inaccurate when fired without the LAM active). Another modeling error is that the third person model is strangely short, with the slide and barrel measuring about two-thirds the length of an actual Desert Eagle. Despite being the only other semi-automatic pistol in the game, it cannot be fired underwater. Also attempting to do this will trigger a bug which prevents the player from firing the gun for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
In ''Opposing Force'', the Desert Eagle replaces the Colt Python. It uses .357 Magnum ammunition (the game manual also refers to it as &amp;quot;Desert Eagle .357&amp;quot;), but holds only 7 rounds while its real life .357 Magnum counterpart has a capacity of 9 rounds. This reveals another final (though more minor) modeling error - the lack of barrel fluting which is present on actual .357 and .44 variants of the Mark XIX Desert Eagle (the .50 AE variant, which is more commonly seen in films and television, lacks the fluted barrel). The weapon is very out of place since the Marines have never used the Desert Eagle as their sidearm throughout their history. &lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|none|350px|IMI Desert Eagle MK XIX - .44 Magnum. Note that the .44 Magnum version of the Mark XIX has a fluted barrel (as does the .357 version), which is absent from the .50 AE version (as seen above).]]&lt;br /&gt;
[[Image:Half-Life Desert 3.jpg|thumb|none|600px|The Desert Eagle in first-person view.]]&lt;br /&gt;
[[File:Hlop4deagle-1.jpg|thumb|none|600px|Cpl. Shephard kills a Vortigaunt with his Desert Eagle.]]&lt;br /&gt;
[[Image:Half-Life Desert 2.jpg|thumb|none|600px|Shephard reloads the Desert Eagle as he stands in front of some more poorly-spelled graffiti.]]&lt;br /&gt;
[[Image:Half-Life Desert 4.jpg|thumb|none|600px|Reloading the Desert Eagle from empty. Note the slide locked back.]]&lt;br /&gt;
[[Image:Half-Life Desert 1.jpg|thumb|none|600px|A world-model Desert Eagle seen next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified pistol==&lt;br /&gt;
Barney Calhoun is depicted with an unidentified pistol on the cover art for ''Blue Shift''. The pistol does not appear in the game itself.&lt;br /&gt;
[[File:HL_Bren10.jpg|thumb|none|600px|Barney with his pistol on one of the box art variants. The Steam wallpaper for the expansion uses the same image but corrects the gun to a Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire), instead of firing in semi-auto like the real SPAS-12. Seemingly the developers believed the weapon's magazine tube was a second barrel. Oddly, in the HD and original versions of the game, the SPAS-12 ejects shells ''before'' it is cycled. In ''Opposing Force'' and ''Blue Shift'', the non-HD SPAS-12 has slightly different animations.&lt;br /&gt;
&lt;br /&gt;
Note of interest: the icon for the weapon in the original game's selection screen displays an [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] shotgun.&lt;br /&gt;
[[Image:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock - 12 gauge]]&lt;br /&gt;
[[File:Ithaca_Stakeout_Parkerized.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:Hl spas12.jpg|thumb|none|600px|The original version of the SPAS-12 without stock in the hands of Freeman. Note the Stakeout HUD icon.]]&lt;br /&gt;
[[Image:HLOShotgunFiring.jpg|thumb|none|600px|Freeman fires &amp;quot;both barrels&amp;quot; of the original SPAS-12, the recoil apparently strong enough to make the shotgun fly out of his hands.]]&lt;br /&gt;
[[Image:HLOShotgunPumping.jpg|thumb|none|600px|Freeman racks the pump of the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunLoading.jpg|thumb|none|599px|Freeman tilts the original SPAS-12, after travelling to the Source Universe, to load a shell into it. Apparently somebody needs to tell Gordon that he's missing the feeding port by about two inches, as cramming shells into the shotgun's heatshield won't actually work in reality.]]&lt;br /&gt;
[[File:Hl1spas-1.jpg|thumb|none|600px|Having travelled back to the GoldSrc Universe, Freeman looks at a SPAS-12 and some spare ammo boxes. The SPAS-12 pickup actually gives you twelve shells, instead of eight (which is how much it holds), though where those extra four shells come from is anybody's guess; the ammo boxes also give twelve, despite the extra shell outside of them. Note the disproportionately scaled 12 gauge shells compared to the shotgun.]]&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Half-Life SPAS12 2.jpg|thumb|none|600px|Gone to a realm where HD textures and less polygons exist, Freeman holds his SPAS. Note the HD model has the folding stock (which is strictly cosmetic and unusable in the game).]]&lt;br /&gt;
[[Image:HLShotgunLoad.jpg|thumb|none|600px|Freeman loads his SPAS-12, shells still going into the wrong place.]]&lt;br /&gt;
[[Image:HLShotgunPumping.jpg|thumb|none|600px|He finishes it off with a satisfying pump.]]&lt;br /&gt;
[[Image:Half-Life SPAS12 1.jpg|thumb|none|600px|An HD world-model of the Franchi SPAS-12 on a desk. Note the extremely short receiver and tube. This model appears to lack an ejection port.]]&lt;br /&gt;
&lt;br /&gt;
=Automatic Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD3]] is the primary automatic weapon in the game and is the HECU's standard issue weapon. It features a retractable stock, incorrectly holds 50 rounds in a 30-round magazine, and has an attached M203PI grenade launcher. Since it uses the same ammunition, the MP5 shares its ammo pool with the Glock 17. The Source port of the game increases the MP5's recoil in exchange for matching its damage per shot with the Glock's. As seen in early gameplay videos, the MP5SD3 was originally suppressed as the first person model would suggest. Interestingly, in the config file it is listed as weapon_9mmAR, whereas it is actually a submachine gun. In ''Opposing Force'' and ''Blue Shift'', the MP5SD3's handling, firing and reloading animations have been reanimated.&lt;br /&gt;
&lt;br /&gt;
When initially picked up, the MP5 will contain 25 rounds out of the maximum 50 in the magazine. This is not the case with later releases of the game or in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:EODMP5A3rubberprop.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with lengthened SD-looking flash-hider and mounted M203 Grenade Launcher. This is the weapon used by [[Arnold Schwarzenegger]]'s character Jericho Cane in the film ''[[End of Days]]''. It is a fairly close real-world representation of the in-game weapon.]]&lt;br /&gt;
[[Image:Half-Life MP5SD3 1.jpg|thumb|none|600px|Freeman holds his MP5SD3 while looking at the Marines' incredibly subtle AP mines.]]&lt;br /&gt;
[[Image:Half-Life MP5SD3 2.jpg|thumb|none|600px|Freeman kills a Vortigaunt with his MP5SD3. Note that there is no peep hole or notch in the rear sight. There is also no charging handle modelled on the gun.]]&lt;br /&gt;
[[Image:HLmp5sdLoading.jpg|thumb|none|601px|Freeman laments at the lack of a fire selector on the viewmodel and sadly reloads his MP5SD.]]&lt;br /&gt;
[[File:Hlop4mp5-1.jpg|thumb|none|600px|Shephard reloads his MP5, showing that it lacks both ammunition in the magazine and a trigger.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The world-model of the SD3, and the submachine guns used by the Marines are replaced with [[Heckler &amp;amp; Koch MP5A3]]s. The HUD icon of the MP5SD3 is also an A3 model, but has had the forend and barrel of an [[AR-15]]-type rifle with an [[M203]] replacing the MP5's.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; foregrip - 9x19mm]]&lt;br /&gt;
[[File:Half-Life MP5A3 2.jpg|thumb|none|600px|Freeman looks down on a world-model MP5A3 lying next to a dead Marine. Note the &amp;quot;slimline&amp;quot; forend. While there is no trigger mechanism, the dead Marines' submachine guns are clearly A3 variants, as noted by the SEF lower receiver.]]&lt;br /&gt;
[[File:Half-Life MP5A3 1.jpg|thumb|none|600px|A Marine brings his MP5A3 to bear under fire.]]&lt;br /&gt;
[[File:Hl 9mmAR opfor.jpg|thumb|none|600px|Cpl. Shephard holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.]]&lt;br /&gt;
[[file:Hl_spas12.jpg|thumb|none|600px|The MP5A3 HUD icon. Note that the HUD icon has no magazine nor a well for it.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 727==&lt;br /&gt;
The High Definition pack replaces the MP5SD3 with the [[Colt Model 727]], denoted by its [[M16A2]]-style rear sights and integrated non-detachable carry handle. The M727 would appear to be more realistic, but it still shoots 9mm rounds and it is still mainly used in close quarters like an SMG due to its stats remaining exactly the same as the MP5SD3. In the PlayStation 2 version of the game, HECU marines tend to avoid close quarters combat with the Model 727.&lt;br /&gt;
&lt;br /&gt;
In early versions of the game, HECU Marines used AR-style carbines with attached M203s which were unusable by the player; however, these early models cannot be positively identified due to their low detail.&lt;br /&gt;
[[Image:M4 m203 old.jpg|thumb|none|500px|Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Half-Life M727 1.jpg|thumb|none|600px|Freeman looks at a discarded M727 on the ground. Note that the M203 grenade launcher has no trigger mechanism on this world-model.]]&lt;br /&gt;
[[Image:Half-Life M727 2.jpg|thumb|none|600px|Having found a military supply area, Freeman jumps at the chance and grabs a Colt 727 as well as some spare STANAG magazines. Note the A2-rear sights.]]&lt;br /&gt;
[[Image:Half-Life M727 3.jpg|thumb|none|600px|The Colt Model 727 in idle.]]&lt;br /&gt;
[[File:HLS-M727.jpg|thumb|none|600px|Freeman looks over his darker Colt 727 in ''Half-Life: Source'' while his colleagues look on and wonder why this psychopath hasn't been fired yet. This specific version has the knobs that are normally as part of an M4A1's removable carry handle, but the in-game model maintains the non-removable one (which means it is still a Colt 727), nevermind the fact that the knobs are screwed on the opposite side. Also note the mirrored lower reciever with a normal upper.]]&lt;br /&gt;
[[Image:HL9mmARfiring.jpg|thumb|none|600px|Freeman fires the rifle. Note the pistol-like casings being ejected.]]&lt;br /&gt;
[[Image:Half-Life M727 4.jpg|thumb|none|600px|Despite watching the Gargantua kill several Marines, Dr. Freeman tries his attempt at killing it by engaging with the M727, which doesn't work too well as it can only be killed with explosive or energy weapons.]]&lt;br /&gt;
[[File:Hl1m727-1.jpg|thumb|none|600px|Freeman reloads his M727.]]&lt;br /&gt;
[[File:HLOM727.jpg|thumb|none|600px|A HECU Marine with an M727. Note the lower detail compared to the world-model, presumably because any instance where the player character is this close to an enemy will normally result in the deaths of one or both of the involved parties before the player can get a good look at the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249E2 SAW==&lt;br /&gt;
The [[M249 SAW|FN M249E2 SAW]] machine gun appears only in the ''Opposing Force'' expansion pack. It is by far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the belt box carries only 50 rounds whereas its real-life counterpart carries 100 or 200. Interestingly enough, the recoil is so powerful that Cpl. Shephard slides backwards if he fires it continuously.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg‎|thumb|none|500px|FN M249E2 SAW (Squad Automatic Weapon) - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Half-Life M249 2.jpg|thumb|none|600px|The M249E2 SAW in first-person view as Shepard arrives at a rather gruesome scene. Note that the holes in the heat shield are incorrectly depicted as a series of horizontal slits instead of a series of three holes; this probably resulted from the modellers only being provided a side view of the weapon (similar to the image above) as a reference. There is also no post in the front sight ring.]]&lt;br /&gt;
[[Image:Half-Life M249 3.jpg|thumb|none|600px|Reloading the SAW. Due to an animation glitch, when Cpl. Shephard removes the drum, the ammo link stays on and disappears after a very short delay.]]&lt;br /&gt;
[[Image:Half-Life M249 5.jpg|thumb|none|600px|Firing the M249.]]&lt;br /&gt;
[[Image:Half-Life M249 4.jpg|thumb|none|600px|A world-model M249E2 SAW lying on the ground. Note the world-model has a bipod attached.]]&lt;br /&gt;
[[Image:Half-Life M249 1.jpg|thumb|none|600px|Ammo box for the SAW.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] appears only in the ''Opposing Force'' expansion pack as a usable weapon, where it replaces the Crossbow. It is incorrectly depicted to have a detachable box magazine, whereas the real M40A1 has an integral magazine. Other variants of the Remington 700 use detachable magazines (including the [[M40A5]], which was produced a decade after the game's release).&lt;br /&gt;
&lt;br /&gt;
There was previously an oversight that involved the player character merely pulling the bolt back after each shot, and operating the bolt back then forward before reloading an empty magazine (after which it was pushed forward ''again''). These reversed animations were fixed in a patch.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg‎ |thumb|none|500px|Remington/USMC M40A1 sniper rifle with woodland camouflage finish - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Half-Life M40A1 2.jpg|thumb|none|600px|Shepard stumbles across a M40A1 as well as its former owner.]]&lt;br /&gt;
[[Image:Half-Life M40A1 5.jpg|thumb|none|600px|Cpl. Shephard holds the M40A1.]]&lt;br /&gt;
[[Image:Half-Life M40A1 4.jpg|thumb|none|600px|Cpl. Shephard operates the bolt of the rifle.]]&lt;br /&gt;
[[Image:Half-Life M40A1 3.jpg|thumb|none|600px|Cpl. Shephard reloads his M40A1.]]&lt;br /&gt;
[[Image:Half-Life M40A1 1.jpg|thumb|none|600px|Shepard spots the ammo-pickup for the M40A1. These magazines are not fully loaded, because the two mags and the cartridge only add 5 rounds to the player's inventory when picked up.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is attached to the MP5 (and the Colt M727 in the High Definition expansion pack). The MP5 uses the the M203PI variant, whereas the M727 uses the full-length M203. In-game it can carry a maximum of 10 rounds, and is never seen reloading or possessing a trigger mechanism of any kind. The 40mm grenades it fires apparently had their fuses removed, since in real life grenades need to travel for around 30 feet before arming. They also arc extremely fast and tumble end over end while in flight. The M203 is not capable of being mounted on an unmodified MP5 in real life.&lt;br /&gt;
[[Image:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[Image:Half-Life M203 1.jpg|thumb|none|600px|Freeman looks at the M203PI grenade launcher mounted on the MP5SD3. Note the missing trigger mechanism.]]&lt;br /&gt;
[[File:Hl1m203-1.jpg|thumb|none|600px|Freeman somehow fires his triggerless M203 mounted on a gun that also lacks a trigger. The fired grenade model is the same as the one used for the ammo pickups, meaning that either the grenades are caseless, or the launcher fires the entire grenade, case and all. That's 65% more grenade, per grenade!]]&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Half-Life M727 3.jpg|thumb|none|600px|HD version of the M203 grenade launcher mounted on the M727. Note correct trigger mechanism; despite this, the trigger is still never pulled.]]&lt;br /&gt;
[[File:Hl1m203-2.jpg|thumb|none|600px|Freeman fires a higher-definition grenade out of a higher-definition launcher.]]&lt;br /&gt;
[[Image:Half-Life M203 2.jpg|thumb|none|600px|Freeman looks at the HD ammo pickup for the M203, that being two 40mm grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Armbrust ATW (Futuristic)==&lt;br /&gt;
The &amp;quot;RPG&amp;quot; is a futuristic version of the [[Armbrust ATW]], and is marked as &amp;quot;GAM14B&amp;quot; in the high-definition version. It is shown as being reloadable and laser-guided. The launcher uses a &amp;quot;soft-launch&amp;quot; system; the warhead is pneumatically ejected from the launcher, and the rocket motor ignites almost a second later. Normally this system is reserved for anti-air missiles and is horribly impractical for the GAM14B's design, as the rocket motor is igniting in the user's face. The secondary fire key can be used to toggle the laser guide on and off, letting the player choose between firing laser guided projectiles or one that travels in a straight line.&lt;br /&gt;
[[Image:Armbrust Rocket Launcher.jpg|thumb|none|500px|Armbrust ATW - 67mm]]&lt;br /&gt;
[[Image:HLOArmbrust.jpg|thumb|none|600px|Dr. Freeman holds the futuristic Armbrust during the level &amp;quot;Surface Tension&amp;quot;. This is the original version, with an unusable scope on the top.]]&lt;br /&gt;
[[File:Hl1armbrust-2.jpg|thumb|none|600px|Freeman fires the Armbrust at a conveniently-timed Apache.]]&lt;br /&gt;
[[File:Hl1armbrust-3.jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:Hl1armbrust-1.jpg|thumb|none|600px|A modified Armbrust on the ground.]]&lt;br /&gt;
[[Image:Half-Life RL 1.jpg|thumb|none|600px|Dr. Freeman holds the HD Armbrust in the same place. The HD version of the launcher replaces the scope with a ladder sight.]]&lt;br /&gt;
[[Image:Half-Life RL 2.jpg|thumb|none|600px|Dr. Freeman reloads the HD Armbrust after launching a rocket at a troublesome sniper.]]&lt;br /&gt;
[[Image:Half-Life RL 3.jpg|thumb|none|600px|The HD version of the Armbrust on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard grenade used by the Marines, and apparently kept in large numbers by security guards (though they never use it). Strangely, instead of rolling to a stop after it is thrown, it simply bounces a few inches then stays there until it explodes. The spoon also stays on when the grenade is thrown, due to an oversight on the part of the developers. This grenade was discontinued from active use by the time of the Vietnam War, making it well obsolete for the period in which the game takes place.&lt;br /&gt;
&lt;br /&gt;
In the multiplayer mode of ''Opposing Force'', the player is able to throw penguins with Mk 2 grenades attached to them. They are essentially a more powerful version of the &amp;quot;snarks&amp;quot;, beetle-like alien creatures that the player is able to use as weapons.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg‎|thumb|none|150px|Mk 2 hand grenade]]&lt;br /&gt;
[[Image:Half-Life Mk2 4.jpg|thumb|none|600px|Freeman holding the original version of the Mk 2 grenade.]]&lt;br /&gt;
[[Image:HLGrenadePinPull.jpg|thumb|none|600px|Freeman pulls the pin on the original grenade in an attempt to blow up a wall.]]&lt;br /&gt;
[[File:HalfLife-Mk2-BlackOps.jpg|thumb|none|600px|Mk 2 grenades attached to the belt of a Black Ops assassin.]]&lt;br /&gt;
[[Image:Half-Life Mk2 2.jpg|thumb|none|600px|In the HD Texture realm, Freeman looks at some more accurate-looking Mk 2s.]]&lt;br /&gt;
[[Image:Half-Life Mk2 1.jpg|thumb|none|600px|Dr. Freeman holds a remodeled HD frag grenade as he blasts a couple of zombies.]]&lt;br /&gt;
[[Image:Half-Life Mk2 3.jpg|thumb|none|600px|Knowing the only way to distract the Tentacle is to make a boom, Freeman pulls the pin on a Mk 2.]]&lt;br /&gt;
&lt;br /&gt;
==Satchel Charge==&lt;br /&gt;
Satchel Charges act as command-detonated bombs with a very high damage output and blast radius. In the original version of the game, pressing primary fire will drop a single explosive and secondary fire will deploy an additional charge (as deploying the first charge will bring up the detonator which is then triggered with primary fire). The official 25th anniversary update simplified the controls, with primary fire always throwing a single charge (regardless if the first charge has been deployed or not) while secondary fire always triggering the detonator.&lt;br /&gt;
&lt;br /&gt;
Deploying Satchel Charges can be used to dispatch enemies that are several feet away due to the slippery nature of the explosives when dropped, provided that both the player and target are on the same platform.&lt;br /&gt;
&lt;br /&gt;
[[File:Hl1satchel-1.jpg|thumb|none|600px|Freeman holds the satchel charge; &amp;quot;C-4 PLASTIC EXPLOSIVE&amp;quot; is written in low detail at the top of the backpack.]]&lt;br /&gt;
[[File:Hl1satchel-2.jpg|thumb|none|600px|Freeman holds the detonator for the satchel charge and looks at one deployed on the ground.]]&lt;br /&gt;
[[Image:Half-Life SCH 1.jpg|thumb|none|600px|The HD version of the satchel charge, which is only marginally more high-definition than the original.]]&lt;br /&gt;
[[Image:Half-Life SCH 2.jpg|thumb|none|600px|The HD detonator in hand.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears as a usable emplaced weapon throughout all the games. It is mostly seen mounted on tripods, but sometimes on pintle mounts and tanks. The M2HBs have unlimited ammunition, and are used pretty often by the ''Opposing Force''.&lt;br /&gt;
&lt;br /&gt;
In ''Blue Shift'', a crate containing an M2HB has &amp;quot;USMC Ordnance&amp;quot; written on it, essentially a play on the [[U.S. Ordnance]] manufacturer name and the USMC featured in the game.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg‎|thumb|none|500px|Browning M2HB on M3 tripod - .50 BMG (12.7x99mm NATO)]]&lt;br /&gt;
[[Image:Half-Life M2 5.jpg|thumb|none|600px|A Browning M2HB also appears mounted on the hull of an Abrams tank in a very strange way (reminiscent of tanks like the T28). This is from the pre-patched version - The updated M2 looks almost like this but has a sharper texture. This is inaccurate, as the Abrams tank has no hull-mounted machine guns and the actual tank's sole M2HB is mounted on the turret at the commander's cupola.]]&lt;br /&gt;
[[Image:Half-Life M2 1.jpg|thumb|none|600px|A Browning M2 on a tripod.]]&lt;br /&gt;
[[Image:Half-Life M2 2.jpg|thumb|none|600px|Having dispatched a Marine stronghold only to meet up with a Vortiguant attack, Freeman brings the M2 to bear on the horde.]]&lt;br /&gt;
[[Image:Half-Life M2 4.jpg|thumb|none|600px|U.S. Marines with M2 machine guns during the live-fire training in the tutorial level of ''Half-Life: Opposing Force'' seen through the use of a 'noclipping' cheat; these particular M2s use unique simplified models.]]&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Half-Life M2 3.jpg|thumb|none|600px|M2 Browning top-mounted on an Abrams tank. Though more closely accurate, this too is incorrect, as it is on the left, which is the loader's cupola (which has an [[M240D]] mounted). The commander's cupola, where the M2HB is mounted, is on the right side on an Abrams.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
USMC and Black Ops Apache helicopters are armed with [[M230 Chain Gun]]s.&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]]&lt;br /&gt;
[[Image:Half-Life Helo.jpg|thumb|none|600px|Dr. Freeman looks up at a VERY close Apache fly-by as it prepares to engage him. Note the 'ARMY' markings on the supposed USMC choppers (which, while confusing in terms of the game's story context, is accurate IRL - The US Army employs the Apache, not the USMC).]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] appears in the form of an emplaced rocket launcher with some sort of magazine mounted on the top for a larger capacity. It is used by Marines in the original game, but Gordon himself cannot operate it. Oddly, rockets fired at the player can be diverted using the modified Armbrust's laser guide.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|350px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:Half-Life Turret1.jpg|thumb|none|600px|Modified M202 FLASH on a tripod. Note the &amp;quot;magazine&amp;quot; which looks suspiciously like a belt box. The launcher's muzzle uses the same texture as the ceiling tiles which can be seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is seen mounted on several Bradley IFVs.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25mm]]&lt;br /&gt;
[[Image:Half-Life Vehicle.jpg|thumb|none|600px|Freeman looks at one of the 'Marine' Bradleys (Note that the USMC doesn't use or employ Bradley IFVs/CFVs, the Army does), armed with M242 Chain Gun. Note also the TOW launchers side-mounted on the turret. Interestingly, this vehicle is in proper desert camo while the Abrams tanks aren't. The Bradley in the game is an original production model with ball mounts for M231 Firing Port Weapons on the sides, which were blocked off by later up-armor packages: the vehicle in the game is also shown with symmetrical sides, with the armor from the right-hand side but the firing port positions from the left side.]]&lt;br /&gt;
[[Image:Half-Life IFV.jpg|thumb|none|600px|Another Bradley, this time from the original game and without the BGM-71 TOW launchers.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
Twin launchers for the [[BGM-71 TOW]] are also seen mounted on Bradley IFVs. Interestingly, some Bradley's use only the M242 Chain Gun when the player makes contact with them, while others fire only the TOW. The game also seemingly treats these missiles as equivalent to those launched by the Armbrust; they share the same model and sounds, and the Armbrust's laser can even be used to redirect the Bradleys' missiles.&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW launcher mounted on Bradley IFV - 152mm]]&lt;br /&gt;
[[File:Half-Life TOW.jpg|thumb|none|600px|BGM-71 TOW mounted on a Bradley IFV.]]&lt;br /&gt;
&lt;br /&gt;
{{Half-Life Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Mystery]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1628763</id>
		<title>Half-Life</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1628763"/>
		<updated>2023-11-18T08:08:15Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Heckler &amp;amp; Koch MP5SD3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Half-life.jpg|thumb|right|300px|''Half-Life'' (1998)]]&lt;br /&gt;
'''''Half-Life''''' is a sci-fi FPS developed by Valve and published by Sierra studios, released in 1998. It is notable for being Valve's debut in the gaming industry and the first game in the ''Half-Life'' series. It is well known and acclaimed for its lack of cut-scenes (using scripted sequences instead), realistic worlds, (at the time) advanced AI, and seamless storytelling. It also helped jump-start the FPS storytelling genre. It has sold 9.3 million copies by 2009. It was followed by a sequel, ''[[Half-Life 2]]'', and a fan-made remake, ''[[Black Mesa]]''. It was also ported to the newer Source engine used in ''Half-Life 2'' instead of the older GoldSrc engine, and subsequently re-branded as ''Half-Life: Source''.&lt;br /&gt;
&lt;br /&gt;
Three ''Half-Life'' expansions which were developed by Gearbox Software were spawned after the success of the first game: ''Opposing Force'', released in 1999, ''Blue Shift'', released in 2001 and originally intended for a cancelled Sega Dreamcast port of the game (also including a &amp;quot;High Definition Pack&amp;quot;, which replaces all of the game's NPC and weapon models with higher-resolution counterparts), and ''Decay'', which was only officially included alongside the base game in its PlayStation 2 port released in 2001. A fan remake of the first two expansions was developed under the name ''[[Operation: Black Mesa]]''. The HD Pack from ''Blue Shift'' was later ported back to ''Half-Life'' and ''Opposing Force''. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Half-Life'' and its expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is the standard issue sidearm of the Black Mesa security guards. It has a 17 round magazine capacity and is accurate, but not particularly powerful. The secondary fire button makes it fire faster, but with reduced accuracy. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using the pistol in the ''Opposing Force'' expansion pack. The Glock (and the 92FS in the HD pack) is one of the few firearms in the game that can fire underwater.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|Glock 17 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:Hl glock original.jpg|thumb|none|600px|Dr. Freeman looks down on a dead bullsquid with his Glock 17 in hand.]]&lt;br /&gt;
[[Image:Hl glock reload.jpg|thumb|none|600px|Freeman reloads his Glock, showing off its windowed magazine.]]&lt;br /&gt;
[[Image:Hl glock empty.jpg|thumb|none|600px|Freeman dumps an empty magazine. Whether the magazine is actually totally depleted or not, the ejected magazine shows no rounds in the window, nor a spring. Note also how it falls out oddly.]]&lt;br /&gt;
[[Image:HLPistolFiring.jpg|thumb|none|600px|Freeman fires his pistol. Note how the shell is about the same size as the ejection port.]]&lt;br /&gt;
[[Image:Half-Life G17 1.jpg|thumb|none|600px|A suppressed Glock 17 in the hands of a dead Black Ops assassin. This weapon cannot be picked up or used by the player, and remains modeled after a Glock 17 even when the HD pack is installed.]]&lt;br /&gt;
[[File:Hl1glock-1.jpg|thumb|none|600px|A Black Mesa security guard fires his Glock 17. Their Glocks use unique models from the ones found on the ground, used by Black Ops assassins or HECU medics in ''Opposing Force''.]]&lt;br /&gt;
[[Image:W Glock-HLS.jpg|thumb|none|600px|A Glock lays by its former Security Guard companion in ''Half-Life: Source''.]]&lt;br /&gt;
[[Image:Hl glock opfor.jpg|thumb|none|601px|Corporal Adrian Shephard reloads his Glock 17 in ''Opposing Force'' (note the different texture) next to a HECU medic checking his surroundings with his own pistol.]]&lt;br /&gt;
[[File:Hlop4glock-1.jpg|thumb|none|600px|The pistols used by Black Ops assassins in ''Opposing Force'' are the same as those wielded by HECU medics, but with a suppressor; unlike the ones from the original game, the suppressor does not use a &amp;quot;chromed&amp;quot; material.]]&lt;br /&gt;
[[Image:HalflifeBlueShiftGlock.jpg|thumb|none|601px|In ''Blue Shift'', the new texture from Opposing Force is used if not playing with HD models.]]&lt;br /&gt;
[[Image:BlueShiftBanner.JPG|thumb|none|600px|Barney Calhoun holds a Glock in the Steam Banner artwork for ''Half-Life: Blue Shift'' replacing the unidentified pistol mentioned below.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The High Definition pack replaces the Glock 17 with the [[Beretta 92FS]], as well as ''Half-Life: Source'''s &amp;quot;Ultra&amp;quot; High Definition pack. The change is purely aesthetic, and changes none of the weapon's stats. Although 17-round magazines are possible on a real Beretta 92FS, these ones have a deeper base than the one on the 15-round model in the game, and were not in existence when the HD pack was released.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:Half-Life 92FS 1.jpg|thumb|none|600px|The Beretta 92FS in Freeman's hand in the HD version of Half-Life. It incorrectly operates in DAO mode.]]&lt;br /&gt;
[[Image:Half-Life 92FS 4.jpg|thumb|none|600px|The 92FS locks empty.]]&lt;br /&gt;
[[Image:Half-Life 92FS 3.jpg|thumb|none|600px|Having dealt with one of his zombified former co-workers, Freeman reloads his Beretta.]]&lt;br /&gt;
[[File:HL-BS-Beretta.jpg|thumb|none|600px|Barney reloads his Beretta in ''Half-Life: Blue Shift''. Like the Glock from the non-HD version, there are no rounds visible in the magazine, regardless of its remaining ammo count. In contrast to what is seen here, there is no visible magazine at all when performing a partial reload in ''Half-Life'' and ''Half-Life: Opposing Force'', due to an oversight. Note the nearby &amp;quot;USMC Ordnance&amp;quot; crate which once broken, reveals a [[Browning M2HB]] as described which Barney can arm.]]&lt;br /&gt;
[[File:Hlbsberetta-1.jpg|thumb|none|600px|Barney takes some time out of his day to get some shots in at the range. Another difference the ''Blue Shift'' version of the Beretta has is that the slide moves, whereas the ''Opposing Force'' and ''Half-Life'' versions has it only move when it runs dry.]]&lt;br /&gt;
[[Image:Beretta92-HLS-2.jpg|thumb|none|600px|Freeman brings a Beretta to work in the Ultra HD universe.]]&lt;br /&gt;
[[Image:Beretta92-HLS.jpg|thumb|none|600px|Sensing a premonition, Freeman reloads his gun in the Ultra HD version. Note the Beretta trademarks which are clearly visible with this model.]]&lt;br /&gt;
[[Image:Half-Life 92FS 2.jpg|thumb|none|600px|The third-person model is noticeably shorter, somewhat comparable in length to the [[Beretta 85FS]].]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The stainless .357 Magnum [[Colt Python]] is found mid-way through the game at the bottom of a blast pit and is far more powerful than the 9mm pistol, but is offset by a small capacity and a lower rate of fire. Reloading is done with the help of a speedloader, but it is still slower than the Glock's. The reload animation is actually longer than the reload process itself, as the player can fire the revolver right after inserting new rounds into its cylinder (though this is not the case in ''Half-Life: Source''). The Python's cylinder appears to not be attached to its crane nor ejector rod (which remain stationary while reloading), and it can be seen floating outside the gun when it is swung out.&lt;br /&gt;
&lt;br /&gt;
In the multiplayer part of the game, the Colt Python is additionally equipped with a laser pointer under the barrel. This enables the player to use a zoom function, which acts as the secondary fire mode.&lt;br /&gt;
[[Image:Python6in.jpg|thumb|none|350px|Colt Python, Stainless finish with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Half-Life Python 6.jpg|thumb|none|600px|The original Half-Life version of the Python without the HD patch. Note the lack of cylinder latch, an error which remains present on ''all'' versions of the game's revolver.]]&lt;br /&gt;
[[File:Hl1python-2.jpg|thumb|none|600px|The multiplayer version of the Python with an underbarrel laser sight.]]&lt;br /&gt;
[[Image:HLOPythonFlick.jpg|thumb|none|600px|Freeman flicks open the cylinder and prepares to dump a couple of .357 rounds. Note that the cartridges are not correctly lined up with the chambers. The chambers on the cylinder are also incorrectly positioned inside the fluted sections of it.]]&lt;br /&gt;
[[Image:HLOPythonTilt.jpg|thumb|none|600px|Freeman, in idle, plays with the hammer of the original Python, showing off both the single screw below the cylinder that's indicative of the Python, as well as the model's very odd perspective.]]&lt;br /&gt;
[[File:Hl1python-1.jpg|thumb|none|601px|Freeman finds the first Python in the game, next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The High-Definition pack replaces the Colt Python by a [[Colt Anaconda]] with wood grips, though it is still shown using .357 Magnum ammunition. A cut ammo box model that reads &amp;quot;.44 Magnum&amp;quot; can be found in the game's files, implying that the Colt would have always been a .44 Magnum model.&lt;br /&gt;
[[File:Colt Anacondas Wood Grips.jpg|thumb|none|350px|Colt Anaconda with 4&amp;quot;, 6&amp;quot; &amp;amp; 8&amp;quot; barrel and Wooden Grips - .44 Magnum]]&lt;br /&gt;
[[File:Half-Life Python 2.jpg|thumb|none|600px|Freeman repeats the same move in the HD universe as he waits for his H.E.V. suit to be charged up. Note that the trigger actually moves backwards when Dr. Freeman pushes the hammer down.]]&lt;br /&gt;
[[File:Half-Life Python 5.jpg|thumb|none|600px|The multiplayer version of the revolver with laser sight under the barrel.]]&lt;br /&gt;
[[File:Half-Life Python 4.jpg|thumb|none|600px|In the HD version, Dr. Freeman holds the Colt Anaconda as he observes some poorly-spelled Marine graffiti.]]&lt;br /&gt;
[[File:Half-Life Python 3.jpg|thumb|none|600px|Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads his revolver. Despite the increased detail, the chambers remain misaligned compared to the fluting of the cylinder.]]&lt;br /&gt;
[[File:HLPythonSL.jpg|thumb|none|600px|Freeman then slams a speedloader into the cylinder.]]&lt;br /&gt;
[[File:Python-HLS.jpg|thumb|none|600px|Finding a place where the grass is even greener, despite being named &amp;quot;Source&amp;quot;, Freeman plays with a very shiny Anaconda.]]&lt;br /&gt;
[[File:Half-Life Python 1.jpg|thumb|none|600px|The world-model of the HD Anaconda where it first appears in the original game, lying next to a dead Black Mesa security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears only in the ''Opposing Force'' expansion pack as the standard-issue sidearm of the U.S. Marines. The weapon is also seen used at times by Black Mesa security guards. The Desert Eagle has an attached LAM (Laser Aiming Module), which can be turned on and off using the secondary fire key. Strangely enough, the iron sights are removed from the first person model (whereas the world model appears to have them), which would make any sort of aiming with it difficult in real life unless using the LAM (sure enough, the weapon in-game is quite inaccurate when fired without the LAM active). Another modeling error is that the third person model is strangely short, with the slide and barrel measuring about two-thirds the length of an actual Desert Eagle. Despite being the only other semi-automatic pistol in the game, it cannot be fired underwater. Also attempting to do this will trigger a bug which prevents the player from firing the gun for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
In ''Opposing Force'', the Desert Eagle replaces the Colt Python. It uses .357 Magnum ammunition (the game manual also refers to it as &amp;quot;Desert Eagle .357&amp;quot;), but holds only 7 rounds while its real life .357 Magnum counterpart has a capacity of 9 rounds. This reveals another final (though more minor) modeling error - the lack of barrel fluting which is present on actual .357 and .44 variants of the Mark XIX Desert Eagle (the .50 AE variant, which is more commonly seen in films and television, lacks the fluted barrel). The weapon is very out of place since the Marines have never used the Desert Eagle as their sidearm throughout their history. &lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|none|350px|IMI Desert Eagle MK XIX - .44 Magnum. Note that the .44 Magnum version of the Mark XIX has a fluted barrel (as does the .357 version), which is absent from the .50 AE version (as seen above).]]&lt;br /&gt;
[[Image:Half-Life Desert 3.jpg|thumb|none|600px|The Desert Eagle in first-person view.]]&lt;br /&gt;
[[File:Hlop4deagle-1.jpg|thumb|none|600px|Cpl. Shephard kills a Vortigaunt with his Desert Eagle.]]&lt;br /&gt;
[[Image:Half-Life Desert 2.jpg|thumb|none|600px|Shephard reloads the Desert Eagle as he stands in front of some more poorly-spelled graffiti.]]&lt;br /&gt;
[[Image:Half-Life Desert 4.jpg|thumb|none|600px|Reloading the Desert Eagle from empty. Note the slide locked back.]]&lt;br /&gt;
[[Image:Half-Life Desert 1.jpg|thumb|none|600px|A world-model Desert Eagle seen next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified pistol==&lt;br /&gt;
Barney Calhoun is depicted with an unidentified pistol on the cover art for ''Blue Shift''. The pistol does not appear in the game itself.&lt;br /&gt;
[[File:HL_Bren10.jpg|thumb|none|600px|Barney with his pistol on one of the box art variants. The Steam wallpaper for the expansion uses the same image but corrects the gun to a Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire), instead of firing in semi-auto like the real SPAS-12. Seemingly the developers believed the weapon's magazine tube was a second barrel. Oddly, in the HD and original versions of the game, the SPAS-12 ejects shells ''before'' it is cycled. In ''Opposing Force'' and ''Blue Shift'', the non-HD SPAS-12 has slightly different animations.&lt;br /&gt;
&lt;br /&gt;
Note of interest: the icon for the weapon in the original game's selection screen displays an [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] shotgun.&lt;br /&gt;
[[Image:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 without stock - 12 gauge]]&lt;br /&gt;
[[File:Ithaca_Stakeout_Parkerized.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:Hl spas12.jpg|thumb|none|600px|The original version of the SPAS-12 without stock in the hands of Freeman. Note the Stakeout HUD icon.]]&lt;br /&gt;
[[Image:HLOShotgunFiring.jpg|thumb|none|600px|Freeman fires &amp;quot;both barrels&amp;quot; of the original SPAS-12, the recoil apparently strong enough to make the shotgun fly out of his hands.]]&lt;br /&gt;
[[Image:HLOShotgunPumping.jpg|thumb|none|600px|Freeman racks the pump of the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunLoading.jpg|thumb|none|599px|Freeman tilts the original SPAS-12, after travelling to the Source Universe, to load a shell into it. Apparently somebody needs to tell Gordon that he's missing the feeding port by about two inches, as cramming shells into the shotgun's heatshield won't actually work in reality.]]&lt;br /&gt;
[[File:Hl1spas-1.jpg|thumb|none|600px|Having travelled back to the GoldSrc Universe, Freeman looks at a SPAS-12 and some spare ammo boxes. The SPAS-12 pickup actually gives you twelve shells, instead of eight (which is how much it holds), though where those extra four shells come from is anybody's guess; the ammo boxes also give twelve, despite the extra shell outside of them. Note the disproportionately scaled 12 gauge shells compared to the shotgun.]]&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Half-Life SPAS12 2.jpg|thumb|none|600px|Gone to a realm where HD textures and less polygons exist, Freeman holds his SPAS. Note the HD model has the folding stock (which is strictly cosmetic and unusable in the game).]]&lt;br /&gt;
[[Image:HLShotgunLoad.jpg|thumb|none|600px|Freeman loads his SPAS-12, shells still going into the wrong place.]]&lt;br /&gt;
[[Image:HLShotgunPumping.jpg|thumb|none|600px|He finishes it off with a satisfying pump.]]&lt;br /&gt;
[[Image:Half-Life SPAS12 1.jpg|thumb|none|600px|An HD world-model of the Franchi SPAS-12 on a desk. Note the extremely short receiver and tube. This model appears to lack an ejection port.]]&lt;br /&gt;
&lt;br /&gt;
=Automatic Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD3]] is the primary automatic weapon in the game and is the HECU's standard issue weapon. It features a retractable stock, incorrectly holds 50 rounds in a 30-round magazine, and has an attached M203PI grenade launcher. Since it uses the same ammunition, the MP5 shares its ammo pool with the Glock 17. The Source port of the game increases the MP5's recoil in exchange for matching its damage per shot with the Glock's. As seen in early gameplay videos, the MP5SD3 was originally suppressed as the first person model would suggest. Interestingly, in the config file it is listed as weapon_9mmAR, whereas it is actually a submachine gun. In ''Opposing Force'' and ''Blue Shift'', the MP5SD3's handling, firing and reloading animations have been reanimated.&lt;br /&gt;
&lt;br /&gt;
When initially picked up, the MP5 will contain 25 rounds out of the maximum 50 in the magazine. This is not the case with later releases of the game or in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:EODMP5A3rubberprop.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with lengthened SD-looking flash-hider and mounted M203 Grenade Launcher. This is the weapon used by [[Arnold Schwarzenegger]]'s character Jericho Cane in the film ''[[End of Days]]''. It is a fairly close real-world representation of the in-game weapon.]]&lt;br /&gt;
[[Image:Half-Life MP5SD3 1.jpg|thumb|none|600px|Freeman holds his MP5SD3 while looking at the Marines' incredibly subtle AP mines.]]&lt;br /&gt;
[[Image:Half-Life MP5SD3 2.jpg|thumb|none|600px|Freeman kills a Vortigaunt with his MP5SD3. Note that there is no peep hole or notch in the rear sight. There is also no charging handle modelled on the gun.]]&lt;br /&gt;
[[Image:HLmp5sdLoading.jpg|thumb|none|601px|Freeman laments at the lack of a fire selector on the viewmodel and sadly reloads his MP5SD.]]&lt;br /&gt;
[[File:Hlop4mp5-1.jpg|thumb|none|600px|Shephard reloads his MP5, showing that it lacks both ammunition in the magazine and a trigger.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The world-model of the SD3, and the submachine guns used by the Marines are replaced with [[Heckler &amp;amp; Koch MP5A3]]s. The HUD icon of the MP5SD3 is also an A3 model, but has had the forend and barrel of an [[AR-15]]-type rifle with an [[M203]] replacing the MP5's.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; foregrip - 9x19mm]]&lt;br /&gt;
[[File:Half-Life MP5A3 2.jpg|thumb|none|600px|Freeman looks down on a world-model MP5A3 lying next to a dead Marine. Note the &amp;quot;slimline&amp;quot; forend. While there is no trigger mechanism, the dead Marines' submachine guns are clearly A3 variants, as noted by the SEF lower receiver.]]&lt;br /&gt;
[[File:Half-Life MP5A3 1.jpg|thumb|none|600px|A Marine brings his MP5A3 to bear under fire.]]&lt;br /&gt;
[[File:Hl 9mmAR opfor.jpg|thumb|none|600px|Cpl. Shephard holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.]]&lt;br /&gt;
[[file:Hl_spas12.jpg|thumb|none|600px|The MP5A3 HUD icon. Note that the HUD icon has no magazine nor a well for it.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 727==&lt;br /&gt;
The High Definition pack replaces the MP5SD3 with the [[Colt Model 727]], denoted by its [[M16A2]]-style rear sights and integrated non-detachable carry handle. The M727 would appear to be more realistic, but it still shoots 9mm rounds and it is still mainly used in close quarters like an SMG due to its stats remaining exactly the same as the MP5SD3. In the PlayStation 2 version of the game, HECU marines tend to avoid close quarters combat with the Model 727.&lt;br /&gt;
&lt;br /&gt;
In early versions of the game, HECU Marines used AR-style carbines with attached M203s which were unusable by the player; however, these early models cannot be positively identified due to their low detail.&lt;br /&gt;
[[Image:M4 m203 old.jpg|thumb|none|500px|Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Half-Life M727 1.jpg|thumb|none|600px|Freeman looks at a discarded M727 on the ground. Note that the M203 grenade launcher has no trigger mechanism on this world-model.]]&lt;br /&gt;
[[Image:Half-Life M727 2.jpg|thumb|none|600px|Having found a military supply area, Freeman jumps at the chance and grabs a Colt 727 as well as some spare STANAG magazines. Note the A2-rear sights.]]&lt;br /&gt;
[[Image:Half-Life M727 3.jpg|thumb|none|600px|The Colt Model 727 in idle.]]&lt;br /&gt;
[[File:HLS-M727.jpg|thumb|none|600px|Freeman looks over his darker Colt 727 in ''Half-Life: Source'' while his colleagues look on and wonder why this psychopath hasn't been fired yet. This specific version has the knobs that are normally as part of an M4A1's removable carry handle, but the in-game model maintains the non-removable one (which means it is still a Colt 727), nevermind the fact that the knobs are screwed on the opposite side. Also note the mirrored lower reciever with a normal upper.]]&lt;br /&gt;
[[Image:HL9mmARfiring.jpg|thumb|none|600px|Freeman fires the rifle. Note the pistol-like casings being ejected.]]&lt;br /&gt;
[[Image:Half-Life M727 4.jpg|thumb|none|600px|Despite watching the Gargantua kill several Marines, Dr. Freeman tries his attempt at killing it by engaging with the M727, which doesn't work too well as it can only be killed with explosive or energy weapons.]]&lt;br /&gt;
[[File:Hl1m727-1.jpg|thumb|none|600px|Freeman reloads his M727.]]&lt;br /&gt;
[[File:HLOM727.jpg|thumb|none|600px|A HECU Marine with an M727. Note the lower detail compared to the world-model, presumably because any instance where the player character is this close to an enemy will normally result in the deaths of one or both of the involved parties before the player can get a good look at the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249E2 SAW==&lt;br /&gt;
The [[M249 SAW|FN M249E2 SAW]] machine gun appears only in the ''Opposing Force'' expansion pack. It is by far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the belt box carries only 50 rounds whereas its real-life counterpart carries 100 or 200. Interestingly enough, the recoil is so powerful that Cpl. Shephard slides backwards if he fires it continuously.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg‎|thumb|none|500px|FN M249E2 SAW (Squad Automatic Weapon) - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Half-Life M249 2.jpg|thumb|none|600px|The M249E2 SAW in first-person view as Shepard arrives at a rather gruesome scene. Note that the holes in the heat shield are incorrectly depicted as a series of horizontal slits instead of a series of three holes; this probably resulted from the modellers only being provided a side view of the weapon (similar to the image above) as a reference. There is also no post in the front sight ring.]]&lt;br /&gt;
[[Image:Half-Life M249 3.jpg|thumb|none|600px|Reloading the SAW. Due to an animation glitch, when Cpl. Shephard removes the drum, the ammo link stays on and disappears after a very short delay.]]&lt;br /&gt;
[[Image:Half-Life M249 5.jpg|thumb|none|600px|Firing the M249.]]&lt;br /&gt;
[[Image:Half-Life M249 4.jpg|thumb|none|600px|A world-model M249E2 SAW lying on the ground. Note the world-model has a bipod attached.]]&lt;br /&gt;
[[Image:Half-Life M249 1.jpg|thumb|none|600px|Ammo box for the SAW.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] appears only in the ''Opposing Force'' expansion pack as a usable weapon, where it replaces the Crossbow. It is incorrectly depicted to have a detachable box magazine, whereas the real M40A1 has an integral magazine. Other variants of the Remington 700 use detachable magazines (including the [[M40A5]], which was produced a decade after the game's release).&lt;br /&gt;
&lt;br /&gt;
There was previously an oversight that involved the player character merely pulling the bolt back after each shot, and operating the bolt back then forward before reloading an empty magazine (after which it was pushed forward ''again''). These reversed animations were fixed in a patch.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg‎ |thumb|none|500px|Remington/USMC M40A1 sniper rifle with woodland camouflage finish - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Half-Life M40A1 2.jpg|thumb|none|600px|Shepard stumbles across a M40A1 as well as its former owner.]]&lt;br /&gt;
[[Image:Half-Life M40A1 5.jpg|thumb|none|600px|Cpl. Shephard holds the M40A1.]]&lt;br /&gt;
[[Image:Half-Life M40A1 4.jpg|thumb|none|600px|Cpl. Shephard operates the bolt of the rifle.]]&lt;br /&gt;
[[Image:Half-Life M40A1 3.jpg|thumb|none|600px|Cpl. Shephard reloads his M40A1.]]&lt;br /&gt;
[[Image:Half-Life M40A1 1.jpg|thumb|none|600px|Shepard spots the ammo-pickup for the M40A1. These magazines are not fully loaded, because the two mags and the cartridge only add 5 rounds to the player's inventory when picked up.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is attached to the MP5 (and the Colt M727 in the High Definition expansion pack). The MP5 uses the the M203PI variant, whereas the M727 uses the full-length M203. In-game it can carry a maximum of 10 rounds, and is never seen reloading or possessing a trigger mechanism of any kind. The 40mm grenades it fires apparently had their fuses removed, since in real life grenades need to travel for around 30 feet before arming. They also arc extremely fast and tumble end over end while in flight. The M203 is not capable of being mounted on an unmodified MP5 in real life.&lt;br /&gt;
[[Image:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[Image:Half-Life M203 1.jpg|thumb|none|600px|Freeman looks at the M203PI grenade launcher mounted on the MP5SD3. Note the missing trigger mechanism.]]&lt;br /&gt;
[[File:Hl1m203-1.jpg|thumb|none|600px|Freeman somehow fires his triggerless M203 mounted on a gun that also lacks a trigger. The fired grenade model is the same as the one used for the ammo pickups, meaning that either the grenades are caseless, or the launcher fires the entire grenade, case and all. That's 65% more grenade, per grenade!]]&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Half-Life M727 3.jpg|thumb|none|600px|HD version of the M203 grenade launcher mounted on the M727. Note correct trigger mechanism; despite this, the trigger is still never pulled.]]&lt;br /&gt;
[[File:Hl1m203-2.jpg|thumb|none|600px|Freeman fires a higher-definition grenade out of a higher-definition launcher.]]&lt;br /&gt;
[[Image:Half-Life M203 2.jpg|thumb|none|600px|Freeman looks at the HD ammo pickup for the M203, that being two 40mm grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Armbrust ATW (Futuristic)==&lt;br /&gt;
The &amp;quot;RPG&amp;quot; is a futuristic version of the [[Armbrust ATW]], and is marked as &amp;quot;GAM14B&amp;quot; in the high-definition version. It is shown as being reloadable and laser-guided. The launcher uses a &amp;quot;soft-launch&amp;quot; system; the warhead is pneumatically ejected from the launcher, and the rocket motor ignites almost a second later. Normally this system is reserved for anti-air missiles and is horribly impractical for the GAM14B's design, as the rocket motor is igniting in the user's face. The secondary fire key can be used to toggle the laser guide on and off, letting the player choose between firing laser guided projectiles or one that travels in a straight line.&lt;br /&gt;
[[Image:Armbrust Rocket Launcher.jpg|thumb|none|500px|Armbrust ATW - 67mm]]&lt;br /&gt;
[[Image:HLOArmbrust.jpg|thumb|none|600px|Dr. Freeman holds the futuristic Armbrust during the level &amp;quot;Surface Tension&amp;quot;. This is the original version, with an unusable scope on the top.]]&lt;br /&gt;
[[File:Hl1armbrust-2.jpg|thumb|none|600px|Freeman fires the Armbrust at a conveniently-timed Apache.]]&lt;br /&gt;
[[File:Hl1armbrust-3.jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:Hl1armbrust-1.jpg|thumb|none|600px|A modified Armbrust on the ground.]]&lt;br /&gt;
[[Image:Half-Life RL 1.jpg|thumb|none|600px|Dr. Freeman holds the HD Armbrust in the same place. The HD version of the launcher replaces the scope with a ladder sight.]]&lt;br /&gt;
[[Image:Half-Life RL 2.jpg|thumb|none|600px|Dr. Freeman reloads the HD Armbrust after launching a rocket at a troublesome sniper.]]&lt;br /&gt;
[[Image:Half-Life RL 3.jpg|thumb|none|600px|The HD version of the Armbrust on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard grenade used by the Marines, and apparently kept in large numbers by security guards (though they never use it). Strangely, instead of rolling to a stop after it is thrown, it simply bounces a few inches then stays there until it explodes. The spoon also stays on when the grenade is thrown, due to an oversight on the part of the developers. This grenade was discontinued from active use by the time of the Vietnam War, making it well obsolete for the period in which the game takes place.&lt;br /&gt;
&lt;br /&gt;
In the multiplayer mode of ''Opposing Force'', the player is able to throw penguins with Mk 2 grenades attached to them. They are essentially a more powerful version of the &amp;quot;snarks&amp;quot;, beetle-like alien creatures that the player is able to use as weapons.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg‎|thumb|none|150px|Mk 2 hand grenade]]&lt;br /&gt;
[[Image:Half-Life Mk2 4.jpg|thumb|none|600px|Freeman holding the original version of the Mk 2 grenade.]]&lt;br /&gt;
[[Image:HLGrenadePinPull.jpg|thumb|none|600px|Freeman pulls the pin on the original grenade in an attempt to blow up a wall.]]&lt;br /&gt;
[[File:HalfLife-Mk2-BlackOps.jpg|thumb|none|600px|Mk 2 grenades attached to the belt of a Black Ops assassin.]]&lt;br /&gt;
[[Image:Half-Life Mk2 2.jpg|thumb|none|600px|In the HD Texture realm, Freeman looks at some more accurate-looking Mk 2s.]]&lt;br /&gt;
[[Image:Half-Life Mk2 1.jpg|thumb|none|600px|Dr. Freeman holds a remodeled HD frag grenade as he blasts a couple of zombies.]]&lt;br /&gt;
[[Image:Half-Life Mk2 3.jpg|thumb|none|600px|Knowing the only way to distract the Tentacle is to make a boom, Freeman pulls the pin on a Mk 2.]]&lt;br /&gt;
&lt;br /&gt;
==Satchel Charge==&lt;br /&gt;
Satchel Charges act as command-detonated bombs with a very high damage output and blast radius. Pressing primary fire will drop a single explosive and secondary fire will deploy an additional charge (as deploying the first charge will bring up the detonator which is then triggered with primary fire). Deploying Satchel Charges can be used to dispatch enemies that are several feet away due to the slippery nature of the explosives when dropped, provided that both the player and target are on the same platform.&lt;br /&gt;
[[File:Hl1satchel-1.jpg|thumb|none|600px|Freeman holds the satchel charge; &amp;quot;C-4 PLASTIC EXPLOSIVE&amp;quot; is written in low detail at the top of the backpack.]]&lt;br /&gt;
[[File:Hl1satchel-2.jpg|thumb|none|600px|Freeman holds the detonator for the satchel charge and looks at one deployed on the ground.]]&lt;br /&gt;
[[Image:Half-Life SCH 1.jpg|thumb|none|600px|The HD version of the satchel charge, which is only marginally more high-definition than the original.]]&lt;br /&gt;
[[Image:Half-Life SCH 2.jpg|thumb|none|600px|The HD detonator in hand.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears as a usable emplaced weapon throughout all the games. It is mostly seen mounted on tripods, but sometimes on pintle mounts and tanks. The M2HBs have unlimited ammunition, and are used pretty often by the ''Opposing Force''.&lt;br /&gt;
&lt;br /&gt;
In ''Blue Shift'', a crate containing an M2HB has &amp;quot;USMC Ordnance&amp;quot; written on it, essentially a play on the [[U.S. Ordnance]] manufacturer name and the USMC featured in the game.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg‎|thumb|none|500px|Browning M2HB on M3 tripod - .50 BMG (12.7x99mm NATO)]]&lt;br /&gt;
[[Image:Half-Life M2 5.jpg|thumb|none|600px|A Browning M2HB also appears mounted on the hull of an Abrams tank in a very strange way (reminiscent of tanks like the T28). This is from the pre-patched version - The updated M2 looks almost like this but has a sharper texture. This is inaccurate, as the Abrams tank has no hull-mounted machine guns and the actual tank's sole M2HB is mounted on the turret at the commander's cupola.]]&lt;br /&gt;
[[Image:Half-Life M2 1.jpg|thumb|none|600px|A Browning M2 on a tripod.]]&lt;br /&gt;
[[Image:Half-Life M2 2.jpg|thumb|none|600px|Having dispatched a Marine stronghold only to meet up with a Vortiguant attack, Freeman brings the M2 to bear on the horde.]]&lt;br /&gt;
[[Image:Half-Life M2 4.jpg|thumb|none|600px|U.S. Marines with M2 machine guns during the live-fire training in the tutorial level of ''Half-Life: Opposing Force'' seen through the use of a 'noclipping' cheat; these particular M2s use unique simplified models.]]&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Half-Life M2 3.jpg|thumb|none|600px|M2 Browning top-mounted on an Abrams tank. Though more closely accurate, this too is incorrect, as it is on the left, which is the loader's cupola (which has an [[M240D]] mounted). The commander's cupola, where the M2HB is mounted, is on the right side on an Abrams.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
USMC and Black Ops Apache helicopters are armed with [[M230 Chain Gun]]s.&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]]&lt;br /&gt;
[[Image:Half-Life Helo.jpg|thumb|none|600px|Dr. Freeman looks up at a VERY close Apache fly-by as it prepares to engage him. Note the 'ARMY' markings on the supposed USMC choppers (which, while confusing in terms of the game's story context, is accurate IRL - The US Army employs the Apache, not the USMC).]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] appears in the form of an emplaced rocket launcher with some sort of magazine mounted on the top for a larger capacity. It is used by Marines in the original game, but Gordon himself cannot operate it. Oddly, rockets fired at the player can be diverted using the modified Armbrust's laser guide.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|350px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:Half-Life Turret1.jpg|thumb|none|600px|Modified M202 FLASH on a tripod. Note the &amp;quot;magazine&amp;quot; which looks suspiciously like a belt box. The launcher's muzzle uses the same texture as the ceiling tiles which can be seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is seen mounted on several Bradley IFVs.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25mm]]&lt;br /&gt;
[[Image:Half-Life Vehicle.jpg|thumb|none|600px|Freeman looks at one of the 'Marine' Bradleys (Note that the USMC doesn't use or employ Bradley IFVs/CFVs, the Army does), armed with M242 Chain Gun. Note also the TOW launchers side-mounted on the turret. Interestingly, this vehicle is in proper desert camo while the Abrams tanks aren't. The Bradley in the game is an original production model with ball mounts for M231 Firing Port Weapons on the sides, which were blocked off by later up-armor packages: the vehicle in the game is also shown with symmetrical sides, with the armor from the right-hand side but the firing port positions from the left side.]]&lt;br /&gt;
[[Image:Half-Life IFV.jpg|thumb|none|600px|Another Bradley, this time from the original game and without the BGM-71 TOW launchers.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
Twin launchers for the [[BGM-71 TOW]] are also seen mounted on Bradley IFVs. Interestingly, some Bradley's use only the M242 Chain Gun when the player makes contact with them, while others fire only the TOW. The game also seemingly treats these missiles as equivalent to those launched by the Armbrust; they share the same model and sounds, and the Armbrust's laser can even be used to redirect the Bradleys' missiles.&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW launcher mounted on Bradley IFV - 152mm]]&lt;br /&gt;
[[File:Half-Life TOW.jpg|thumb|none|600px|BGM-71 TOW mounted on a Bradley IFV.]]&lt;br /&gt;
&lt;br /&gt;
{{Half-Life Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Mystery]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1627454</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1627454"/>
		<updated>2023-11-12T15:13:09Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* Dillon Aero M134 Minigun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' (abbrivated to ''MWII'', to differentiate the original trilogy's ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2]]''/''MW2'') is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
With the release of ''[[Call of Duty: Modern Warfare III (2023)|Modern Warfare III]]'', all weapons available from ''MWII'' carry forward to ''MWIII'', allowing access to the former's weapons in the latter game in all gamemodes, but not vice versa. ''MWIII''’s weapons will be also available for use in Warzone 2.0. Such differences of the weapons ported to ''MWIII'' will be noted in this page.&lt;br /&gt;
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{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
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Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
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''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
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The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine John Wick style.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mw2 gsmagna (1).jpg|thumb|none|600px|A Shadow Company operator checks a suspiciously bronze Desert Eagle he found in the armory, wondering what's different with this one.]]&lt;br /&gt;
[[File:Mw2 gsmagna (2).jpg|thumb|none|600px|At the risk of nearly loosing his teeth, he soon finds out by pulling the trigger.]]&lt;br /&gt;
[[File:Mw2 gsmagna (3).jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', the Shadow Company contractor lets out his frustrations with twin full auto Deagles onto an unknown man's portrait.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|After re-enacting one of his favourite TikToks by blasting away with a full-auto Glock, the operator reloads the empty G18.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, ''Modern Warfare III''. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
&lt;br /&gt;
The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|601px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|601px|Graves holds his SIG close as he is distracted by the news on a TV.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|601px|having spotted some very dangerous boxes, he aims down the sights to de-escalate the situation.]]&lt;br /&gt;
[[File:Mw22 p220 (4).jpg|thumb|none|601px|After decocking the pistol, he inspects it.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|601px|Checking the magazine, note the &amp;quot;.45 APC&amp;quot; markings.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|601px|Deciding he will need more rounds to deal with those menacing boxes, he tops off his pistol.]]&lt;br /&gt;
[[File:Mw22 p220 (7).jpg|thumb|none|600px|Graves racks the slide back on his empty SIG after doing unspeakable things to those cardboard manifestations of evil.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|601px|Having found some more ammo on his person, he reloads. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Krueger reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
The [[STI 1911 Series|Staccato P]] was added in Season 5 Reloaded as the &amp;quot;9mm Daemon&amp;quot;. Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon.&lt;br /&gt;
The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
[[File:Mw22 staccato (3).jpg|thumb|none|601px|After getting denied the use of his old [[Call_of_Duty:_Modern_Warfare_(2019)#Kimber_Custom_TLE.2FRL_II|Kimber]] by the Loadout gods, Alex finds a Staccato P as an alternative, trying to hold it John Wick style for maximum cool factor.]]&lt;br /&gt;
[[File:Mw22 staccato (4).jpg|thumb|none|601px|Aiming down the sights. The green dots glow in the dark, a feature shared with the P220 Elite.]]&lt;br /&gt;
[[File:Mw22 staccato (5).jpg|thumb|none|601px|Part of the very intricate inspect animation shows the operator decocking the gun, twirling it around on their index finger, inspecting the right side...]]&lt;br /&gt;
[[File:Mw22 staccato (6).jpg|thumb|none|601px|...then ejecting the magazine, extracting a round and doing a chamber-load trick. You can see the round sitting on the slide.]]&lt;br /&gt;
[[File:Mw22 staccato (7).jpg|thumb|none|601px|Swapping magazines.]]&lt;br /&gt;
[[File:Mw22 staccato (8).jpg|thumb|none|601px|Power stroking the slide on an empty reload.]]&lt;br /&gt;
[[File:STI GM.jpg|thumb|none|300px|STI Grand Master - .38 Super]]&lt;br /&gt;
[[File:MwII stiracegun (1).jpg|thumb|none|600px|Having realized he might've showed up to the wrong kind of race, Velikan holds his racegun as he disappointingly notices that the car in front of him is not up to safety regulations!]]&lt;br /&gt;
[[File:MwII stiracegun (2).jpg|thumb|none|600px|Being at a loss for words (it's not like he speaks), he admires his expensive competition piece.]]&lt;br /&gt;
[[File:MwII stiracegun (3).jpg|thumb|none|600px|Reloading some new frangible 9mm rounds into the pistol. Performing this action with either the &amp;quot;Fast Hands&amp;quot; perk or the magwell grip will result in the characters flicking out the spent magazine and inserting a new one in the awkward way pictured here.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45 PRO==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45|Brügger &amp;amp; Thomet APC45 PRO]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC45/APC9 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC45 PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 PRO - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. If interrupted by sprinting or switching weapons, the operator uses the bolt release with their trigger finger instead - which is also always used with &amp;quot;Fast Hands.&amp;quot; This same animation quirk is present with the Razorback/VHS-2.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
In addition to the aforementioned APC45, the [[Brügger &amp;amp; Thomet APC9|APC9 K PRO G]] returns from ''Modern Warfare'', added in Season 6 under the name &amp;quot;ISO 9mm&amp;quot;. By default it's loaded with 33-round Glock magazines, and also comes with a stock attachment option to retract its stock, which can also be used on its .45 caliber sibling.&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm]]&lt;br /&gt;
[[File:MWII APC9 (1).jpg|thumb|none|600px|In-game preview of the B+T APC9 K PRO G.]]&lt;br /&gt;
[[File:MWII APC9 (2).jpg|thumb|none|600px|Holding up a suspicious cactus with the ISO 9mm.]]&lt;br /&gt;
[[File:MWII APC9 (3).jpg|thumb|none|600px|Checking the irons against the rock - all the ISO series share these sights.]]&lt;br /&gt;
[[File:MWII APC9 (4).jpg|thumb|none|600px|The APC9 K's inspect, here seen in the operator's left hand.]]&lt;br /&gt;
[[File:MWII APC9 (5).jpg|thumb|none|600px|Setting the selector to semi-auto.]]&lt;br /&gt;
[[File:MWII APC9 (6).jpg|thumb|none|600px|Tactical reloads are done with the magazines held together like a Czech hedgehog.]]&lt;br /&gt;
[[File:MWII APC9 (7).jpg|thumb|none|600px|And the teeny charging handle is tugged if it runs dry.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an [[MP5SD]]) was added in Season 5 Reloaded as the &amp;quot;Lachmann Shroud&amp;quot;. In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5sd.jpg|thumb|none|600px|The &amp;quot;Lachmann Shroud&amp;quot; in the battle pass.]]&lt;br /&gt;
[[File:Mw22 mp5sd (1).jpg|thumb|none|600px|Alex checks the magazine on his totally-not-MP5SD, wondering whose idea was it at Lachmann &amp;amp; Meer to make this a S-3-1 trigger group.]]&lt;br /&gt;
[[File:Mw22 mp5sd (2).jpg|thumb|none|600px|Still angered by the fact that the HUD is bugged in private matches, he lets out his frustrations on the charging handle, giving it a forceful smack.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2 (with integral suppressor)===&lt;br /&gt;
Equipping the &amp;quot;Lachmann S76 Factory Stock&amp;quot; or the  &amp;quot;Meer Recoil-56 Factory Stock&amp;quot; turns the gun into an integrally suppressed HK94A2.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:MP5SD 0-1-3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD with safe/semi/3-round burst trigger group, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former (intentionally or not) similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A SPECGRU operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz - checking the magazine.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|And the brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Charging the PP-19 with the right hand. With &amp;quot;Fast Hands,&amp;quot; the underhanded style is used instead.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Battle Worn&amp;quot; blueprint, Alejandro's customized MPX from the campaign, was made unlockable for multiplayer during a time-limited event in Season 5. This blueprint's add-on flared magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
[[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flared mag well and TiN-coated bolt found on Alejandro's &amp;quot;Battle Worn&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ. The shotgun received a dual trigger attachment option with Season 6, allowing the player character to fire both barrels simultaneously. To help balance the need to reload after every trigger pull with this attachment, the player character will slide in both shells in simultaneously, as opposed to one after the other in the normal empty reload, essentially giving the gun the effects of Fast Hands.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
===Side by Side Shotgun===&lt;br /&gt;
The &amp;quot;Super Shotgun&amp;quot; blueprint from the DOOM bundle is a [[Sawed-Off Double Barrel Shotgun|sawed-off side by side shotgun]]. As the entire weapon model is replaced, its attachments cannot be customized, though it should be noted that it's statistically identical to the Citori. One of its attachments is the double trigger, added just before this bundle and clearly specifically created to allow the Super Shotgun to function as it should. Faithful to its [[Doom (VG)|source material]], the entire shotgun is animated with the same jittery style as the original DOOM Super Shotgun as opposed to standard interpolation animation used in other weapons, although the animations revert to standard, albeit currently bugged, Citori animations when a camo is applied. Other changes include the original pixelated red muzzle flash, its sway pattern, and sound.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name &amp;quot;Corvus Torch&amp;quot;.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine. Note the protruding follower.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; via Gunsmith converts the &amp;quot;Bryson 800&amp;quot; into a [[Serbu Super Shorty]].&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Pumping out a FRAG-12 shell.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note that the piston is completely absent and that the ejector has a notch in it. The ejector would likely be weakened and lose its durability due to this modification.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller siblings, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO-9&amp;quot; and [[Brügger &amp;amp; Thomet APC45|APC45]]/&amp;quot;ISO-45&amp;quot;. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock. It's frequently used by Konni enforcers in DMZ and Warzone.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 933===&lt;br /&gt;
The “11.5&amp;quot; Carbine Shroud” attachment gives it an AR carbine handguard/11.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Colt Model 933]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:ColtM4commando.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the “11.5&amp;quot; Carbine Shroud” and telescopic stock and you got yourself a Model 933.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the “11.5&amp;quot; T-H4 Barrel” and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud” barrel attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the &amp;quot;chopped&amp;quot; MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart. &lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of &amp;quot;Strike&amp;quot; from the original Modern Warfare.]]&lt;br /&gt;
[[File:MwiifamasV2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MwiifamasV4.jpg|thumb|none|600px|Making sure the rounds are seated during the inspect animation...]]&lt;br /&gt;
[[File:MwiifamasV5.jpg|thumb|none|600px|...and chamber checking. This animation is also used when spawning with the rifle, albeit the character chambers the rifle from empty.]]&lt;br /&gt;
[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the &amp;quot;fast hands&amp;quot; reload, the player doesn't turn the rifle to the left.]]&lt;br /&gt;
[[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in Modern Warfare 2019 had.]]&lt;br /&gt;
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]]&lt;br /&gt;
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S Black - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl1.jpg|thumb|none|600px|The Season 5 Blackcell exclusive blueprint, &amp;quot;Caliburn&amp;quot;, features a transparent exterior SCAR-L.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl2.jpg|thumb|none|600px|Empty.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl3.jpg|thumb|none|600px|Closeup of the fire control group.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl5.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in &amp;quot;Violence and Timing&amp;quot;, or more specifically the mission portion of the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;17.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics RM277==&lt;br /&gt;
A [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is fitted with stylized Magpul MBUS. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|General Dynamics RM277-R (first publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the “17&amp;quot; IO-XL” barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The “13&amp;quot; Frenzy IX” barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption. &lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto wielding the VHS-K2 in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Here, operator Chuy peers into a VHS's empty chamber.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the [[Geissele Super Duty|Geissele M4A1 URG-I]] (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud” barrel attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Hightower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Bored of the offered Sports TV programming, an operator inspects their empty M4's PMAG. Note the decidedly-not Magpul follower, which more resembles the USGI EPM follower, but orange and on the traditional side of the follower.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Malyuk==&lt;br /&gt;
The [[Malyuk]] was added in Season 6 as the &amp;quot;TR-76 Geist&amp;quot;. Despite that name, the rifle's markings seem to show its in-universe name as &amp;quot;Usenko&amp;quot;, as well as correctly being marked as made in Ukraine.&lt;br /&gt;
[[File:Malyuk AR.jpg|thumb|none|450px|Malyuk - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Malyuk (1).jpg|thumb|none|600px|Viewing the Malyuk in Gunsmith.]]&lt;br /&gt;
[[File:MWII Malyuk (2).jpg|thumb|none|600px|On patrol as Gromsko with the Malyuk in Mexico.]]&lt;br /&gt;
[[File:MWII Malyuk (3).jpg|thumb|none|600px|It comes with Troy style folding BUIS as standard.]]&lt;br /&gt;
[[File:MWII Malyuk (4).jpg|thumb|none|600px|The plum mag is gazed at in the inspect animation, then racked on the pistol grip twice. The cartridges are actually visible misaligned at first, with the tap reseating them correctly, as is the purpose of tapping the mag.]]&lt;br /&gt;
[[File:MWII Malyuk (5).jpg|thumb|none|600px|After which the chamber is checked.]]&lt;br /&gt;
[[File:MWII Malyuk (6).jpg|thumb|none|600px|Toggling the rearward fire selector.]]&lt;br /&gt;
[[File:MWII Malyuk (7).jpg|thumb|none|600px|Performing the regular reload with both mags, akin to the AK-103.]]&lt;br /&gt;
[[File:MWII Malyuk (8).jpg|thumb|none|600px|Upon empty, the old mag is shaken out and batted away by the new one for good measure.]]&lt;br /&gt;
[[File:MWII Malyuk (9).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS (.300 Blackout)==&lt;br /&gt;
A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the &amp;quot;M13C&amp;quot;. While it is apparently intended to pass for a [[SIG-Sauer MCX Rattler]], judging by the &amp;quot;ar_ralpha&amp;quot; internal file name and the chambering, it is actually an MCX VIRTUS with a stylized handguard, as evidenced by the forward assist and the barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS 6.75 MI.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 6.75&amp;quot; barrel, Midwest Industries 6&amp;quot; handguard and SLX762C-QD suppressor - .300 Blackout]]&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR, for comparison - .300 Blackout]]&lt;br /&gt;
[[File:Codmw22m13c (1).jpg|thumb|none|600px|Gunsmith view of the compact MCX.]]&lt;br /&gt;
[[File:Codmw22m13c (2).jpg|thumb|none|600px|Its left side. Note the QR code sticker and .300 BLK band on the magazine to avoid unfortunate mistakes.]]&lt;br /&gt;
[[File:Codmw22m13c (3).jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:Codmw22m13c (4).jpg|thumb|none|600px|Inspecting the magazine full of .300 BLK rounds.]]&lt;br /&gt;
[[File:Codmw22m13c (5).jpg|thumb|none|600px|Reloading from empty. All animations are shared with the full size 5.56 model.]]&lt;br /&gt;
[[File:Codmw22m13c (6).jpg|thumb|none|600px|Pulling the charging handle back on an empty M13C.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost's unmodified &amp;quot;Chimera&amp;quot; in &amp;quot;Kill or Capture.&amp;quot;]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the “LR-Retort 19&amp;quot;” barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|An ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The “30&amp;quot; Flintline” barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
[[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original ''MW2'' (although sadly the cover is missing the &amp;quot;Mr. Yuck&amp;quot; face). Equipping any other optic will replace this with chambering the rifle.]]&lt;br /&gt;
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]]&lt;br /&gt;
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Mwiiwa2k5.jpg|thumb|none|600px|Pulling the charging handle on empty. For the &amp;quot;fast hands&amp;quot; reload, the character uses a palm-up technique.]]&lt;br /&gt;
[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]]&lt;br /&gt;
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]]&lt;br /&gt;
[[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into a WA 2000 equipped with the “30&amp;quot; Flintline” barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo. It is an available weapon in ''Modern Warfare III''’s singleplayer, this time the weapon carries 320 rounds (the same as in multiplayer, when picked up normally) and it has limited spare ammunition.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition in most cases. When the Minigun is picked up, however, it will always have 320 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 320 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Hoisting up the Negev NG7 with the carrying handle. It is charged in its initial deployment animation.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding the Negev on La Casa.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Popping open the tray cover on its inspect animation.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|And taking a look at the Negev's right side.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Flare Pistol==&lt;br /&gt;
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley &amp;amp; Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley &amp;amp; Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]]&lt;br /&gt;
[[File:British-No1-MkV-Flare.jpg|thumb|none|350px|Webley &amp;amp; Scott No. I Mk. V - 1 inch]]&lt;br /&gt;
[[File:Webley No 3 Mk 1.jpg|thumb|none|350px|Webley &amp;amp; Scott No. 3 Mk. I - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, both MCX variants, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the “Hightower 20&amp;quot; Barrel” giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the “14&amp;quot; Carbine Shroud” with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in other modes and in ''MWIII'' it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon in ''Modern Warfare III'', being selectable in all multiplayer gamemodes and singleplayer.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
An [[M18 Smoke Grenade]] is seen on the default skin of operator Fender.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 White smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The Norwegian [https://www.pinterest.com/pin/708261478873120187/ M88 HC Røyk Hånd Granat] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As with the M18 Smoke Grenade before, it is also used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M88 HC Røyk Hånd Granat in the loadout screen. Note the rather simplified Norwegian label compared to the real thing and the fictionalized &amp;quot;N78&amp;quot; designation with the N possibly hinting at its Norwegian origin.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red &amp;quot;N78&amp;quot; deployed for a care package.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design resembling [[RGO/RGN fragmentation grenade|RGO/RGN]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RGN.jpg|thumb|none|200px|RGN frag grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019 where there were two different models, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
[[File:Mwiim2campaign1.jpg|thumb|none|600px|Closeup of the M2 in the campaign. Note the glitched ammo belt. The icon/text for using the weapon is also glitched, with the HUD displaying &amp;quot;SENTRY/MOVE&amp;quot; and the L-ATV icon appearing, even when manning the M2.]]&lt;br /&gt;
[[File:Mwiim2campaign2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|Overview.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot;, with the M240B in the top mounted remote weapon station.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace0.jpg|thumb|none|600px|Closeup of the gun. As of Season 5, there is a slight delay between shooting the weapon and it actually firing, with an audiable clunk when the trigger is pressed.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace1.jpg|thumb|none|600px|Front.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons. The forward cannon functions more like an M134 Minigun, while the rear behaves like a traditional autocannon.]]&lt;br /&gt;
[[File:Mwiiapachetwinautocannoncloseupreplacement.jpg|thumb|none|600px|A closeup of the configuration.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
A modified version of the [[Mk 47 Mod 0 Grenade Launcher]] returns from ''MW2019'', this time mounted to the &amp;quot;MRAP&amp;quot; eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]]&lt;br /&gt;
[[File:Mwiis5mrap.jpg|thumb|none|600px|The &amp;quot;MRAP&amp;quot; with Mk 47 launcher in a official screenshot. ]]&lt;br /&gt;
[[File:Mwiimk471.jpg|thumb|none|600px|Front of the launcher.]]&lt;br /&gt;
[[File:Mwiimk472.jpg|thumb|none|600px|Rear]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]&lt;br /&gt;
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24V &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the &amp;quot;Overwatch Helo&amp;quot; and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing it's wings).]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; ([[Glock 21]]) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
What looks like an [[Heckler &amp;amp; Koch USP]] appears in operator Velikan's drop-leg holster.&lt;br /&gt;
[[File:USP9mm.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19 Parabellum]]&lt;br /&gt;
[[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] is seen on the &amp;quot;Watch Your Back&amp;quot; calling card.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen and the &amp;quot;Shaded Ghost&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI Tactical==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called &amp;quot;The King&amp;quot;.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[IMI Uzi]] is seen in the &amp;quot;Briefing&amp;quot; loading screen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==ArmaLite AR-10==&lt;br /&gt;
What appears to be an [[ArmaLite AR-10]] is seen on the &amp;quot;Sliding Down&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A handheld [[GE M134 Minigun]] is seen on the &amp;quot;Bull's Barrage&amp;quot; calling card.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Season 5 Gun Rack==&lt;br /&gt;
The Season 5 intro cutscene features a rack with multiple weapon models from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'', namely the [[Heckler &amp;amp; Koch MP5A3]], [[Remington 870 MCS]], [[Colt Model 933]], along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14.&lt;br /&gt;
[[File:MWII 19weaponwall.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1626631</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1626631"/>
		<updated>2023-11-10T16:31:54Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: Undo revision 1626584 by Ominae (talk) i think it's generally agreed that MWII weapons should only be on the MWII page, no? unless if there is something significantly different&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the new ones will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 40]], depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms increases the pistol's rate of fire.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19'''s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from MW19, this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. Note the stock being stylized and different trigger guard with a straighter shape.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available; in both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;, incorrectly depicted with a reciprocating charging handle.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] resembling the Emei Type 97 NSR appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a DG-58 in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of the weapon of Chinese/Canadian-exported origin used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mm R.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot;. Despite being supposedly chambered in 7.62x54mm R, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. As of the beta, it is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera).&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;.&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1626308</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1626308"/>
		<updated>2023-11-10T10:36:11Z</updated>

		<summary type="html">&lt;p&gt;XSlayer300: /* AN-94/AK-74M hybrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the new ones will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 40]], depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms increases the pistol's rate of fire.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19'''s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from MW19, this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. Note the stock being stylized with a straighter shape.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available; in both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty, this ends with a quick tug of the charging handle.]]&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;, incorrectly depicted with a reciprocating charging handle.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] resembling the Emei Type 97 NSR appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a DG-58 in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of the weapon of Chinese/Canadian-exported origin used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mm R.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot;. Despite being supposedly chambered in 7.62x54mm R, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. As of the beta, it is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera).&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;.&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>XSlayer300</name></author>
	</entry>
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