Error creating thumbnail: File missing Join our Discord!
If you have been locked out of your account you can request a password reset here.

Killing Floor: Difference between revisions

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Jump to navigation Jump to search
No edit summary
 
(28 intermediate revisions by 9 users not shown)
Line 10: Line 10:
}}
}}


'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the Unreal Engine 2.5 owned by Epic Games. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.


The story of Killing Floor follows the aftershock of a mutant clone breakout from multiple labs in London run by the biotech company Horzine. Various police and military units are called in to deal with an alleged "protest", only to find hordes of cloned, mutated humans called "Specimens" waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries, sends various people into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, riot police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader who sells arms and armor to the players, these survivors are sent to various infected locations, from the streets of West London to abandoned Horzine labs to an experimental Moon Base to combat the specimens.
The story of Killing Floor follows the aftershock of a mutant clone breakout from multiple labs in London run by the biotech company Horzine. Various police and military units are called in to deal with an alleged "protest", only to find hordes of cloned, mutated humans called "Specimens" waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries, sends various people into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, riot police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader who sells arms and armor to the players, these survivors are sent to various infected locations, from the streets of West London to abandoned Horzine labs to an experimental Moon Base to combat the specimens.
Line 26: Line 26:
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]]  
[[File:KF M9 holding.jpg|thumb|600px|none|As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.]]  
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]]  
[[File:KF M9 irons.jpg|thumb|600px|none|Sighting up the incoming hordes.]]  
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel.]]  
[[File:KF M9 misc1.jpg|thumb|600px|none|Turning on the torch before entering the local hotel, Killing Floor is a rare game where flipping on weapon mounted lights is animated rather than magically turning on.]]  
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]]  
[[File:KF M9 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.]]  
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]]  
[[File:KF M9 reloading2.jpg|thumb|600px|none|In with a new mag.]]  
[[File:KF M9 reloading3.jpg|thumb|600px|none|The chambering the gun with the slide-release as the Zeds draw ''very'' close.]]
[[File:KF M9 reloading3.jpg|thumb|600px|none|Then chambering a round with the slide-release as the Zeds draw ''very'' close.]]
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]
[[File:KF M9 akimbo irons.jpg|thumb|600px|none|Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.]]
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure will.]]
[[File:KF M9 akimbo reloading.jpg|thumb|600px|none|Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure force of will will.]]


== Heckler & Koch Mark 23 Mod 0 ==
== Heckler & Koch Mark 23 Mod 0 ==
The [[Heckler & Koch Mark 23|H&K Mark 23 Mod 0]], appearing as the "MK23", was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.
The [[Heckler & Koch Mark 23|H&K Mark 23 Mod 0]], appearing as the "MK23", was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge)  with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.
[[Image:Mk23.jpg|none|thumb|350px|Heckler & Koch Mark 23 Mod 0 - .45 ACP]]
[[File:Mk23.jpg|none|thumb|350px|Heckler & Koch Mark 23 Mod 0 - .45 ACP]]
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the "Hillybilly horror" map.]]  
[[File:KF MK23 holding.jpg|thumb|600px|none|A survivor readying his Mk23 on the "Hillybilly Horror" map.]]  
[[File:KF MK23 irons.jpg|thumb|600px|none|The irons sights.]]  
[[File:KF MK23 irons.jpg|thumb|600px|none|The iron sights, the tritium inserts are very useful for most KF maps.]]  
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]]  
[[File:KF MK23 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.]]  
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is in its active position.]]  
[[File:KF MK23 reloading2.jpg|thumb|600px|none|Loading in a new magazine. Note that the slide release is up, a nice touch. Slightly less nice is the missing texture on the inside of the slide.]]  
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]
[[File:KF MK23 reloading3.jpg|thumb|600px|none|Chambering a round with the use of the slide release.]]
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the "Waterworks" map.]]  
[[File:KF MK23 Akimbo holding.jpg|thumb|600px|none|Feeling that one Mk23 isn't enough, he buys himself another one on the "Waterworks" map.]]  
Line 49: Line 49:
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]
[[Image:Desert-Eagle.jpeg|none|thumb|350px|Desert Eagle Mark XIX - .50AE]]
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the "Transit" map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]]  
[[File:KF DEagle holding.jpg|thumb|600px|none|A survivor taking a look at some sort of abomination on the "Transit" map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.]]  
[[File:KF DEagle irons.jpg|thumb|600px|none|Iron sights.]]  
[[File:KF DEagle irons.jpg|thumb|600px|none|After finding a magic energy thing, the survivor threatens it with his Desert Eagle's sights.]]  
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]]  
[[File:KF DEagle reloading.jpg|thumb|600px|none|Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually ''catch'' it.]]  
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to hell.]]
[[File:KF DEagle Akimbo holding.jpg|thumb|600px|none|A survivor brings his akimbo handcannons to Hell.]]
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]
[[File:KF DEagle Akimbo reloading.jpg|thumb|600px|none|Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.]]
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the "Desert Eagle" name isn't a thing.]]
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the "Desert Eagle" name isn't a thing.]]
Line 59: Line 59:
[[Image:Smith&WessonModel29.jpg|none|thumb|350px|Smith & Wesson Model 29 - .44 Magnum]]
[[Image:Smith&WessonModel29.jpg|none|thumb|350px|Smith & Wesson Model 29 - .44 Magnum]]
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the "Filth's Crossing" map.]]  
[[File:KF Model 29 holding.jpg|thumb|600px|none|Bringing proper protection when visiting the local subway on the "Filth's Crossing" map.]]  
[[File:KF Model 29 irons.jpg|thumb|600px|none|Iron sights.]]  
[[File:KF Model 29 irons.jpg|thumb|600px|none|Checking the sights reveals the classic S&W target sights.]]  
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]]  
[[File:KF Model 29 reloading1.jpg|thumb|600px|none|Reloading. First by using the extractor, which is actually animated for a change.]]  
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]]  
[[File:KF Model 29 reloading2.jpg|thumb|600px|none|Then new rounds are inserted with a speedloader.]]  
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]]  
[[File:KF Model 29 reloading3.jpg|thumb|600px|none|Finally the cylinder is snapped shut, a bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.]]  
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting "Steamland".]]  
[[File:KF Model 29 Akimbo holding.jpg|thumb|600px|none|Briar brings one more Model 29 along before visiting "Steamland".]]  
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]]  
[[File:KF Model 29 Akimbo reloading1.jpg|thumb|600px|none|The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.]]  
Line 68: Line 68:
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]
[[File:KF Model 29 Akimbo reloading3.jpg|thumb|600px|none|Finally the rounds are loaded with a speed loader.]]


== Colt 1851 Navy ==
==Colt 1851 Navy==
With the 2012 Halloween event came the Community Weapons Pack DLC, which among 3 other weapons added the "Flare Revolver", a modified [[Colt 1851 Navy]]. As with the other handguns it can be dual-wielded, but unlike the rest it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.
With the 2012 Halloween event came the Community Weapons Pack DLC, which among 3 other weapons added the "Flare Revolver", a modified [[Colt 1851 Navy]]. As with the other handguns it can be dual-wielded, but unlike the rest it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]
[[File:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber]]
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the "Foundry" map.]]
[[File:KF Flare Revolver holding.jpg|thumb|600px|none|Briar with his flare shooting revolver on the "Foundry" map.]]
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective.]]
[[File:KF Flare Revolver irons.jpg|thumb|600px|none|Iron sights, which aren't the most effective. Also note the uncocked hammer; apparently, among the modifications made to this particular 1851 is a conversion to double-action operation.]]
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder.]]
[[File:KF Flare Revolver reloading1.jpg|thumb|600px|none|Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder. What exactly is holding the gun shut is never made clear.]]
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]
[[File:KF Flare Revolver reloading2.jpg|thumb|600px|none|Inserting a new cylinder.]]
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]
[[File:KF Flare Revolver Akimbo holding.jpg|thumb|600px|none|Briar considering starting a fire in the Wyre forest with his two revolvers.]]
Line 85: Line 85:
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the "Stronghold" map.]]
[[File:KF MP5 holding.jpg|thumb|600px|none|Freezing in the rain with an MP5 on the "Stronghold" map.]]
[[File:KF MP5 irons.jpg|thumb|600px|none|Aiming down the red dot sight.]]
[[File:KF MP5 irons.jpg|thumb|600px|none|Aiming down the red dot sight.]]
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the charging handle.]]
[[File:KF MP5 reloading1.jpg|thumb|600px|none|Reloading by pulling back the charging handle.]]
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one. Cool as it looks, this wouldn't work in reality due to how deeply-seated the magazine is.]]
[[File:KF MP5 reloading2.jpg|thumb|600px|none|Kicking out the dry mag with the new one. Cool as it looks, this wouldn't work in reality due to how deeply-seated the magazine is.]]
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with an HK Slap.]]
[[File:KF MP5 reloading3.jpg|thumb|600px|none|And then finishing the reload with an HK Slap.]]
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with "blood camo" in the advertisement for the "Camo Weapon Pack". Note that the fire-selector is on burst.]]
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with "blood camo" in the advertisement for the "Camo Weapon Pack". Note that the fire-selector is on burst.]]


== Heckler & Koch MP7 ==
==Heckler & Koch MP7==
The first of the Medic Perk's primary weapons is the [[Heckler & Koch MP7]], referred to as "MP7M" in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.
The first of the Medic Perk's primary weapons is the [[Heckler & Koch MP7]], referred to as "MP7M" in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler & Koch MP7 - 4.6x30mm]]
[[File:Original MP7.jpg|thumb|none|400px|Heckler & Koch MP7 - 4.6x30mm]]
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game Portal.]]
[[File:KF MP7 holding.jpg|thumb|600px|none|A medic with his MP7 on a map based of the game ''Portal''.]]
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]
[[File:KF MP7 irons.jpg|thumb|600px|none|Aiming on some Zeds with the red dot.]]
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the empty mag.]]
[[File:KF MP7 reloading1.jpg|thumb|600px|none|Reloading by dropping out the empty mag.]]
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has.]]
[[File:KF MP7 reloading2.jpg|thumb|600px|none|Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has. While not visible here, the magazine does have cartridges modeled in it, though the fact that they aren't visible from here demonstrates that they're seated rather too deeply.]]
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]
[[File:KF MP7 reloading3.jpg|thumb|600px|none|After all that, the charging handle is pulled instead of using the bolt-release.]]


Line 108: Line 108:
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]
[[Image:M1928.jpg|none|thumb|450px|Colt M1928 Thompson - .45 ACP]]
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]]  
[[File:KF M1A1 holding.jpg|thumb|600px|none|A member of what once was the British army prepares to enter a not particularly amusing amusement park.]]  
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top part of the sight and not the peep sight.]]  
[[File:KF M1A1 irons.jpg|thumb|600px|none|Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top notch rather than the lower peep, which would normally mean the shots would go high as thats the 150 yard setting.]]  
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading. First by pulling out the magazine without actually using the mag-release.]]  
[[File:KF M1A1 reloading1.jpg|thumb|600px|none|Reloading, first by pulling out the magazine without actually using the mag-release.]]  
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]]  
[[File:KF M1A1 reloading2.jpg|thumb|600px|none|In with a new 30 round stick mag.]]  
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]]  
[[File:KF M1A1 reloading3.jpg|thumb|600px|none|The pulling the charging handle, showing that the bolt does not actually move when doing so.]]  
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 "Rising Storm Tommy Gun" to bear.]]
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 "Rising Storm Tommy Gun" to bear.]]
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 "Dr. T's Lead Delivery System", complete with brass finish, various gears, and steampunk swooshes.]]
[[File:KillingFloorDrTsLeadDeliverySystemIdle.jpg|600px|thumb|none|Somewhere else in England, a hungover Mall Santa stumbles out of The Trader's store with a freshly acquired "Dr. T's Lead Delivery System".]]
[[File:KillingFloorDrTsLeadDeliverySystemSights.jpg|600px|thumb|none|Aiming the steampunk Thompson at a small horde of Zeds.]]
[[File:KillingFloorDrTsLeadDeliverySystemHipfiring.jpg|600px|thumb|none|Hip firing at an uncomfortably close Fleshpound.]]
[[File:KillingFloorDrTsLeadDeliverySystemReload1.jpg|600px|thumb|none|Having emptied the gun while constantly backpedaling down the hill, Bill Weeks (the aforementioned hungover Mall Santa) goes to reload his steampunk Thompson. First, the actuator magically locks forward, which is already slightly confusing because it only does this when the reload animation is initiated, not when the Thompson runs dry...]]
[[File:KillingFloorDrTsLeadDeliverySystemReload2.jpg|600px|thumb|none|...then the magazines are swapped, which only further compounds said confusion because Thompson drum magazines should not be able to be removed while the bolt is in the forward position. At least Bill correctly removes the old mag and replaces the new one sideways. He even has his finger off the trigger, which certainly can't be said for some of the other trained soldiers on this page...]]
[[File:KillingFloorDrTsLeadDeliverySystemReload3.jpg|600px|thumb|none|Finally, the actuator is yanked backwards, and Bill is ready to start indiscriminately opening fire into the Zed hordes again.]]
[[File:KillingFloorDrTsLeadDeliverySystem.jpg|600px|thumb|none|Having defeated another wave of Zeds, Bill takes a breather and rests his steampunk Thompson down on the asphalt.]]


== MAC-10 ==
== MAC-10 ==
Line 119: Line 125:
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]
[[Image:Ingram-mac10 new.jpg|none|thumb|400px|Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]
[[File:KF MAC10 holding.jpg|thumb|600px|none|Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.]]
[[File:KF MAC10 irons.jpg|thumb|600px|none|Iron sights.]]
[[File:KF MAC10 irons.jpg|thumb|600px|none|Eyeing up a frozen elf with the cramped MAC-10 sights.]]
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]
[[File:KF MAC10 misc1.jpg|thumb|600px|none|Lighting some Zeds on fire with the MAC.]]
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine without touching the magazine catch.]]
[[File:KF MAC10 reloading1.jpg|thumb|600px|none|Reloading by pulling out the magazine without touching the magazine catch.]]
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]
[[File:KF MAC10 reloading2.jpg|thumb|600px|none|Inserting a new one.]]
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]
[[File:KF MAC10 reloading3.jpg|thumb|600px|none|Pulling back the charging handle. Note that the bolt is in its correct backwards position.]]
Line 129: Line 135:
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]
[[Image:KrissSuperV.jpg|none|thumb|450px|TDI Vector - .45 ACP]]
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the "Clandestine" map.]]  
[[File:KF Vector holding.jpg|thumb|600px|none|Briar chatting with the trader about his newly purchased Vector on the "Clandestine" map.]]  
[[File:KF Vector irons.jpg|thumb|600px|none|Iron sights.]]  
[[File:KF Vector irons.jpg|thumb|600px|none|Afterwards, he checks its BUIS style iron sights.]]  
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag-release.]]  
[[File:KF Vector reloading1.jpg|thumb|600px|none|Reloading by pushing the mag-release.]]  
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]]  
[[File:KF Vector reloading2.jpg|thumb|600px|none|Loading in a new 25-round magazine.]]  
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the left side rail.]]
[[File:KF Vector reloading3.jpg|thumb|600px|none|And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the right side rail.]]


= Shotguns =
= Shotguns =
Line 138: Line 144:
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the "Hunting Shotgun", it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels.  
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the "Hunting Shotgun", it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels.  
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]
[[Image:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA coach gun - 12 gauge]]
[[File:KF DB holding.jpg|thumb|600px|none|Trying to find Chris's blood in a spooky mansion.]]  
[[File:KF DB holding.jpg|thumb|600px|none|A survivor wanders around trying to find Chris's blood in a spooky mansion.]]  
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]]  
[[File:KF DB irons.jpg|thumb|600px|none|Iron sights. Or rather, a bead sight.]]  
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells.]]  
[[File:KF DB reloading1.jpg|thumb|600px|none|Reloading by dramatically chucking out the spent shells.]]  
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]]  
[[File:KF DB reloading2.jpg|thumb|600px|none|Loading in one shell...]]  
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]
[[File:KF DB reloading3.jpg|thumb|600px|none|...and the other.]]
Line 148: Line 154:
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]
[[Image:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the "Fright Yard" map.]]
[[File:KF AA12 holding.jpg|thumb|600px|none|A survivor preparing to tear up some Zeds with his AA-12 on the "Fright Yard" map.]]
[[File:KF AA12 irons.jpg|thumb|600px|none|Iron sights.]]
[[File:KF AA12 irons.jpg|thumb|600px|none|The AA-12's simple iron sights.]]
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading. Beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]
[[File:KF AA12 reloading1.jpg|thumb|600px|none|Reloading, beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.]]
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]
[[File:KF AA12 reloading2.jpg|thumb|600px|none|Pulling out the empty drum.]]
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]
[[File:KF AA12 reloading3.jpg|thumb|600px|none|Inserting a new one full of 12 gauge.]]
Line 158: Line 164:
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]
[[Image:Benelli M3 pistol grip.jpg|none|thumb|500px|Benelli M3 Super 90 with pistol grip stock combination,  ghost ring sights, and 5-round tube - 12 gauge]]
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]]  
[[File:KF Benelli M3 holding.jpg|thumb|600px|none|A survivor creeping through a creepy facility with his M3 at hand.]]  
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight.]]  
[[File:KF Benelli M3 irons.jpg|thumb|600px|none|The ghost ring sight, perfect for situations like this.]]  
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]]  
[[File:KF Benelli M3 misc1.jpg|thumb|600px|none|After unloading into some Zeds, the action is racked in an overly dramatic way.]]  
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]]  
[[File:KF Benelli M3 reloading.jpg|thumb|600px|none|Loading up on shells.]]  
Line 167: Line 173:
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the "Combat Shotgun". Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of the first Golden Weapons Pack DLC added for the Twisted Christmas 2012 update.
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the "Combat Shotgun". Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of the first Golden Weapons Pack DLC added for the Twisted Christmas 2012 update.
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]
[[Image:M4Super90.jpg|none|thumb|500px|Benelli M4 Super 90 with 7-round tube - 12 gauge]]
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean.]]  
[[File:KF Benelli M4 holding.jpg|thumb|600px|none|A survivor finds himself on an Icebreaker ship on the stormy ocean with his good friend Mr. Super 90.]]  
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight.]]  
[[File:KF Benelli M4 irons.jpg|thumb|600px|none|The red dot sight mounted on top, small but effective.]]  
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]]  
[[File:KF Benelli M4 misc1.jpg|thumb|600px|none|Turning on the flashlight.]]  
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]]  
[[File:KF Benelli M4 reloading1.jpg|thumb|600px|none|Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.]]  
Line 174: Line 180:
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.]]


== Kel-Tec KSG ==
==Kel-Tec KSG==
Appearing as the "HSG-1 Shotgun", a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its "futuristic" appearance, the KSG makes strange "power-up" type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns. It is one of the four weapons given a neon-colored variation with the Neon Weapons Pack, painting the weapon in an overall black finish with bright red highlights.
Appearing as the "HSG-1 Shotgun", a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its "futuristic" appearance, the KSG makes strange "power-up" type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns. It is one of the four weapons given a neon-colored variation with the Neon Weapons Pack, painting the weapon in an overall black finish with bright red highlights.
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|500px|thumb|none|Kel-Tec KSG - 12 gauge]]
[[File:KF-HSG1Promo.jpg|thumb|none|600px|An official promotional render of the "HSG-1".]]
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]]  
[[File:KF KSG holding.jpg|thumb|600px|none|A dosh enthusiast with his KSG on the local moon base.]]  
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]]  
[[File:KF KSG irons.jpg|thumb|600px|none|The rather wonky fiber-optic sights.]]  
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]]  
[[File:KF KSG misc1.jpg|thumb|600px|none|Pumping the shotgun after blasting some Zeds.]]  
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine. Note the poor trigger discipline.]]  
[[File:KF KSG reloading1.jpg|thumb|600px|none|Reloading by removing the magazine. Note the poor trigger discipline.]]  
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]]  
[[File:KF KSG reloading2.jpg|thumb|600px|none|About to load in a new mag.]]  
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]]  
[[File:KF KSG reloading3.jpg|thumb|600px|none|Chambering a round.]]  
[[Image:KF-HSG1Promo.jpg|400px|thumb|none|Promotional image of the HSG-1.]]


== Winchester Model 1897 "Trench Gun" ==
==Pancor Jackhammer==
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]], unsurprisingly called "Trenchgun" in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary "Dragon's Breath" shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube, in contrast to the game animating the player characters as loading six before chambering one.
Added in the "Summer Sideshow: Pier of Pain" event, the "Multi-Chambered Zed Thrower" is a lavishly-decorated steampunk shotgun based on the [[Pancor Jackhammer]]. As with the real weapon, it is fully-automatic (with a stupendously low rate of fire), uses a bullpup arrangement, and holds 10 rounds; unlike the Jackhammer and its unique detachable-cylinder feed setup and blow-forward operation, however, the MCZT appears to use a more conventional drum magazine and is recoil-operated. It lacks sights (though it can still be aimed), and possesses a unique alternate firemode wherein it blasts enemies with steam (fittingly enough); this deals no damage and consumes no ammunition, but is capable of pushing groups of enemies away, allowing it to be used as an escape tool in tight situations.
[[File:Jackhammer.jpg|thumb|none|500px|Pancor Jackhammer (early prototype) - 12 gauge (proprietary)]]
[[File:KF1-Pancor (1).jpg|600px|thumb|none|LCpl. Lee Baron holding his steampunk'd Jackhammer.]]
[[File:KF1-Pancor (2).jpg|600px|thumb|none||The irons are effectively non-existent, but it's a shotgun. Who is going to be using the sights anyway?]]
[[File:KF1-Pancor (3).jpg|600px|thumb|none|After firing just one round out of his casette magazine, he discards it. Wishing he could use it as a makeshfit landmine for the zeds.]]
[[File:KF1-Pancor (4).jpg|600px|thumb|none|Inserting the new magazine, while a man made horror beyond comprehension decided to disturb whatever was left that vaguely resembled peace.]]
[[File:KF1-Pancor (5).jpg|600px|thumb|none|After hitting an also non-existent button on the reciever, chambering the round. Baron can finally put this monstrocity to rest.]]
 
 
== Winchester Model 1897 "Trench Gun"==
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897 "Trench Gun"]], unsurprisingly called "Trenchgun" in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary "Dragon's Breath" shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube, in contrast to the game animating the player characters as loading six before chambering one.
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 "Trench Gun" - 12 gauge]]
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester Model 1897 "Trench Gun" - 12 gauge]]
[[File:KF M1897 holding.jpg|thumb|600px|none|]]  
[[File:KF M1897 holding.jpg|thumb|600px|none|A survivor takes a dockside jog with his Trench Gun.]]  
[[File:KF M1897 irons.jpg|thumb|600px|none|Iron sights.]]  
[[File:KF M1897 irons.jpg|thumb|600px|none|The 100+ year old bead sight.]]  
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]]  
[[File:KF M1897 misc1.jpg|thumb|600px|none|Pumping the weapon after firing, revealing the brass shells used.]]  
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading. Loading in a new shell.]]  
[[File:KF M1897 reloading1.jpg|thumb|600px|none|Reloading by loading in a new shell.]]  
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]
[[File:KF M1897 reloading2.jpg|thumb|600px|none|Chambering a shell after loading up.]]


= Rifles =
= Rifles =
== Winchester Model 1894 ==
==Winchester Model 1894==
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the "Lever Action Rifle". In previous versions, it has been referred to as the "Winchester". It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake with a single headshot.
One of the cheapest weapons in the game is a [[Winchester Model 1894]] called the "Lever Action Rifle". In previous versions, it has been referred to as the "Winchester". It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake with a single headshot.
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30.]]
[[File:Win94saddlering.jpg|thumb|none|500px|Winchester 1894 Saddle Ring Carbine - .30-30 WCF]]
[[File:KF Model 1894 holding.jpg|thumb|600px|none|Standing outside a blood-stained barn, Winchester in hand.]]
[[File:KF Model 1894 holding.jpg|thumb|600px|none|A survivor stands outside a blood splattered barn with his trusty Winchester.]]
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]
[[File:KF Model 1894 irons.jpg|thumb|600px|none|Peeping through the peep sight.]]
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]
[[File:KF Model 1894 reloading.jpg|thumb|600px|none|Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.]]
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered.]]
[[File:KF Model 1894 misc1.jpg|thumb|600px|none|Cycling the action, showing a new round being chambered. Note that the locking lugs (the two gray rectangles towards the top-rear of the receiver) have not dropped down to allow this; the bolt simply clips through them.]]


== Short Magazine Lee-Enfield No. 4 Mk. I ==
==Lee-Enfield No. 4 Mk I==
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a "steampunk"-style weapon based on one named the "Single-Piston Long Musket". As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Lee-Enfield No. 4 Mk I]], but rather a "steampunk"-style weapon based on one named the "Single-Piston Long Musket". As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier ''Call of Duty: Finest Hour'' and the later ''ZombiU'' of being some of the only games ever in which a Lee-Enfield is reloaded in this manner.
[[Image:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]
[[File:Smle4mk1t.jpg|none|thumb|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the "Single-Piston Long Musket" in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]
[[File:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the "Single-Piston Long Musket" in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the "Single-Piston Long Musket", showing off the eagle-head forend.]]
[[File:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the "Single-Piston Long Musket", showing off the eagle-head forend.]]


= Assault Rifles and Carbines =
= Assault Rifles and Carbines =
== Colt M4A1 Carbine ==
==Colt M4A1 Carbine==
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the "M4", fitted with an Aimpoint CompM2 red dot sight and compared to the [[AK-47#AIMR|AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the "M4 203", using iron sights rather than the Aimpoint and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version.  
The [[M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the "M4", fitted with an Aimpoint CompM2 red dot sight and compared to the [[AIMR]] it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the "M4 203", using iron sights rather than the Aimpoint and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version.  


Both M4A1 models feature a Vltor Improved Modstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the "Camo Weapons Pack" DLC.
Both M4A1 models feature a Vltor Improved Modstock, MATech rear flip-up BUIS (which is used on the Demolitions version), Magpul PMAGs and a Knight's Armament Company M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the "Camo Weapons Pack" DLC.
[[Image:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint CompM2, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]
[[File:ColtM4.jpg|none|thumb|500px|Colt M4A1 Carbine with Aimpoint CompM2, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the "Freight Yard" map.]]  
[[File:KF M4 holding.jpg|thumb|600px|none|A survivor with his newly acquired M4A1 on the "Fright Yard" map.]]  
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]]  
[[File:KF M4 irons.jpg|thumb|600px|none|Sighting up a Husk with the red dot.]]  
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so.]]  
[[File:KF M4 reloading1.jpg|thumb|600px|none|As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so. Another difficult-to-spot detail is the magazine release; this visibly pops out slightly when the magazine is removed, making ''KF'' possibly the first game to feature this detail.]]  
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]]  
[[File:KF M4 reloading2.jpg|thumb|600px|none|About to insert a new PMAG.]]  
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]]  
[[File:KF M4 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Time to start shooting.]]  
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]
[[File:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]
[[Image:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]
[[File:CM4-M203.jpg|thumb|none|500px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]]  
[[File:KF M4 M203 holding.jpg|thumb|600px|none|A survivor with a more explosive version of the M4.]]  
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the KAC flip-up sights.]]  
[[File:KF M4 M203 irons.jpg|thumb|600px|none|Sight picture of the MATech flip-up sights.]]  
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203.]]
[[File:KF M4 M203 reloading.jpg|thumb|600px|none|Reloading the M203 by cracking it open and stuffing a new 40mm inside.]]
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]
[[File:Xmas m4203.jpg|thumb|none|550px|M4A1 with M203 as shown in a promotional image.]]


== L22A2 ==
==L22A2==
The first of the Commando Perk weapons is the [[L22A2]], dubbed the "Bullpup". It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. It's very weak and unaccurate with heavy recoil.
The first of the Commando Perk weapons is the [[L22A2]], dubbed the "Bullpup". It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 30-round magazines that hold 40 rounds in-game. It's very weak and inaccurate with heavy recoil.
[[Image:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]
[[File:Sa80A2-l22a2.jpg|thumb|none|500px|L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO]]
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]]  
[[File:KF L22 holding.jpg|thumb|600px|none|A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.]]  
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech.]]  
[[File:KF L22 irons.jpg|thumb|600px|none|The sight picture of the EOTech; how it fits on top of the SUSAT's rail is a mystery.]]  
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]]  
[[File:KF L22 reloading1.jpg|thumb|600px|none|Reloading begins by pressing the magazine release; it does move when pushed, though it simply slides straight in instead of pivoting in in the front and out in the back, causing the back end of the catch to clip into the magazine well.]]  
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]]  
[[File:KF L22 reloading2.jpg|thumb|600px|none|Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.]]  
[[Image:KF-L22Ground.jpg|none|thumb|450px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]
[[File:KF-L22Ground.jpg|none|thumb|600px|Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.]]


== Romanian AIMR ==
== Romanian AIMR ==
Line 240: Line 256:
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]
[[Image:PM md. 90 Krinkov.jpg|thumb|none|500px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]]  
[[File:KF AK holding.jpg|thumb|600px|none|A British soldier enjoying the sun set with his AIMR.]]  
[[File:KF AK irons.jpg|thumb|600px|none|Iron sights.]]  
[[File:KF AK irons.jpg|thumb|600px|none|The classic AK iron sights.]]  
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]]  
[[File:KF AK reloading1.jpg|thumb|600px|none|Reloading. About to pull out the dry mag.]]  
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]]  
[[File:KF AK reloading2.jpg|thumb|600px|none|Rocking in a new one.]]  
Line 247: Line 263:
[[Image:KF-GoldDraco.jpg|none|thumb|600px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]
[[Image:KF-GoldDraco.jpg|none|thumb|600px|The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.]]


== MKb 42(H) ==
==MKb 42(H)==
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire.
The Halloween 2012 event added the [[MKb 42(H)]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire in return for somewhat cluttered ironsights.
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm Kurz]]
[[File:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) (Sport Systeme Dittrich reproduction) - 7.92x33mm Kurz]]
[[File:KF MKb holding.jpg|thumb|600px|none|Wielding the MKb on the "Stronghold" map.]]
[[File:KF MKb holding.jpg|thumb|600px|none|A survivor wielding the MKb on the "Stronghold" map.]]
[[File:KF MKb irons.jpg|thumb|600px|none|Aiming for the head on a Zed.]]
[[File:KF MKb irons.jpg|thumb|600px|none|Before using its iron sights to ventilate a bunch of angry zeds.]]
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading. The magazine is thrown away.]]
[[File:KF MKb reloading1.jpg|thumb|600px|none|Reloading, first the empty magazine is thrown away.]]
[[File:KF MKb reloading2.jpg|thumb|600px|none|Inserting a new one.]]
[[File:KF MKb reloading2.jpg|thumb|600px|none|A new one is inserted.]]
[[File:KF MKb reloading3.jpg|thumb|600px|none|The charging handle travelling forward after being pulled.]]
[[File:KF MKb reloading3.jpg|thumb|600px|none|And the charging handle is yanked, correctly locking back; the MKb 42(H) fires from an open bolt, as seen in the first screencap.]]


= Battle Rifles =
= Battle Rifles =
Line 271: Line 287:
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]
[[Image:FN_SCAR-H_STD.jpg|none|thumb|500px|Third Generation FN SCAR-H - 7.62x51mm NATO]]
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]
[[File:KF SCAR holding.jpg|thumb|600px|none|Briar preparing to go fishing with his newly purchased SCAR.]]
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming.]]
[[File:KF SCAR irons.jpg|thumb|600px|none|Aiming down the CompM4 red dot sight.]]
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]
[[File:KF SCAR reloading1.jpg|thumb|600px|none|His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.]]
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]
[[File:KF SCAR reloading2.jpg|thumb|600px|none|Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.]]
Line 279: Line 295:
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the "M14EBR", the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]], a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the "M14EBR", the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]
[[Image:M14 ebr cvfs.jpg|none|thumb|500px|M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO]]
[[File:KF M14 holding.jpg|thumb|600px|none|]]
[[File:KF M14 holding.jpg|thumb|600px|none|A British soldier keeps watch over a stretch of highway with his M14.]]
[[File:KF M14 irons.jpg|thumb|600px|none|Iron sights.]]
[[File:KF M14 irons.jpg|thumb|600px|none|The classic iron sights, with just a little bit of rail peeking up.]]
[[File:KF M14 misc1.jpg|thumb|600px|none|The dot produced from the laser.]]
[[File:KF M14 misc1.jpg|thumb|600px|none|The laser dot, considering where its coming from, the laser is mounted on the gas tube.]]
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modelled in it.]]
[[File:KF M14 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag that still has bullets modeled in it.]]
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green magpul.]]
[[File:KF M14 reloading2.jpg|thumb|600px|none|About to insert a new mag. Note the green Magpul attached to the bottom.]]
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]
[[File:KF M14 reloading3.jpg|thumb|600px|none|Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.]]


== "M7A3" ==
=="M7A3"==
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the "M7A3", was added in in the 2012 summer event. In is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), vertical foregrip, and a medication dart launcher.
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]]-looking weapon, called the "M7A3", was added in in the 2012 summer event. It is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), a vertical foregrip, and a medication dart launcher. It bears some resemblance to the similarly-named M7 rifle from ''[[Darkest of Days]]''.


The M7A3 packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS making for a for a stronger weapon than the other medic guns that is also capable of launching medic-darts.
The M7A3 packs some mean recoil and a rather slow rate of fire, but comes with a futuristic red dot sight and good DPS, making for a stronger weapon than the other medic guns that is also capable of launching medic-darts.
[[Image:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]
[[File:RFB-18.jpg|none|thumb|500px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]
[[File:AguninKFwtf.jpg|thumb|none|600px|A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.]]
[[File:KF M7A3 irons.jpg|thumb|none|600px|Reticle of the sight.]]
[[File:KF M7A3 irons.jpg|thumb|none|600px|The green reticle of the sight.]]
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]
[[File:KF M7A3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty magazine. Note the open area on top of the rifle, which acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.]]
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]
[[File:KF M7A3 reloading2.jpg|thumb|600px|none|Inserting another full mag.]]
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]
[[File:KF M7A3 reloading3.jpg|thumb|600px|none|Pulling the charging handle.]]
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]
[[File:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]


= Sniper Rifles =
= Sniper Rifles =
Line 309: Line 325:
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]
[[File:KF-M99Promo.jpg|450px|thumb|none|A ''mirrored'' promotional image of the M99 AMR.]]


= Explosives =
=Explosives=
== L2A2 ==
==L2A2==
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]'s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers; the gas will simultaneously heal teammates and damage Specimens that are within the cloud.
The standard grenade players are equipped with are [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers, which simultaneously heals teammates and damages Specimens that are within the cloud.
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]
[[File:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]
[[File:KF grenade misc1.jpg|thumb|600px|none|Briar throwing a grenade at some Zeds.]]
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]
[[File:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]


== M79 Grenade Launcher ==
==M79 Grenade Launcher==
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update.  
An [[M79 grenade launcher]] can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update.  
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.
The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the "Waterworks" map with an M79.]]  
[[File:KF M79 holding.jpg|thumb|600px|none|Strolling through the "Waterworks" map with an M79.]]  
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]]  
[[File:KF M79 irons.jpg|thumb|600px|none|Iron sights. The leaf sight can't be used.]]  
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]]  
[[File:KF M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent case.]]  
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]]  
[[File:KF M79 reloading2.jpg|thumb|600px|none|In with a new 40mm grenade.]]  
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]
[[File:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]
[[File:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]


== Milkor MGL Mk 1S ==
==Milkor MGL Mk 1S==
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.
[[Image:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]
[[File:MGL32.jpg|thumb|none|500px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the "Steamland" themepark with his Mk 1S.]]
[[File:KF Mk 1L holding.jpg|thumb|600px|none|Briar strolling through the "Steamland" themepark with his Mk 1S.]]
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]
[[File:KF Mk 1L irons.jpg|thumb|600px|none|The red dot.]]
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]
[[File:KF Mk 1L reloading2.jpg|thumb|600px|none|Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...]]
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]
[[File:KF Mk 1L reloading1.jpg|thumb|600px|none|...and then replaced with a fresh one as a Crawler appears from nowhere.]]
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]
[[File:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL Mk 1S with digital desert-style camouflage.]]


== LAW 80 ==
==LAW 80==
A missile launcher called the "LAW" is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, "Who dares wins", is printed on the side of it. It has a passing resemblance to the [[LAW 80]].
A missile launcher called the "LAW" is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, "Who dares wins", is printed on the side of it. It has a passing resemblance to the [[LAW 80]].
[[Image:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]
[[File:Law94mm.jpg|thumb|none|500px|LAW 80 for comparison - 94mm]]
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]
[[File:KF LAW holding.jpg|thumb|600px|none|Finding himself in Hell, the survivor makes sure to bring adequate firepower.]]
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]
[[File:KF LAW irons.jpg|thumb|600px|none|The sight of the LAW. The weapon cannot be hip fired.]]
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]
[[File:KF LAW reloading.jpg|thumb|600px|none|Reloading the LAW.]]
[[Image:Killing floor LAW.jpg|none|thumb|400px|A "LAW" lying discarded on the ground.]]
[[File:Killing floor LAW.jpg|none|thumb|400px|A "LAW" lying discarded on the ground.]]
 


==Hand Mortar==
Added in the 2nd Community Weapons Pack DLC, the "Orca Bomb Propeller" is a fictional Steampunk-esque grenade launcher resembling an early wheellock [[hand mortar]] (a class of weapons which served as an early predecessor to the modern grenade launcher). While muzzle-loaded, the in-game weapon is not a wheellock, instead using caseless grenades the approximate shape of (and slightly bigger than) an egg with small fins on the back, presumably functioning similarly to a [[GP-series grenade launcher]] (though, unlike such launchers, the round has to be locked in manually, with the player character flipping a lever near the muzzle each time a new round is inserted). It is comparable to the [[M79 grenade launcher|M79]], with its main distinction being the use of video-gamey smart grenades that explode on contact with enemies and on a timer otherwise (unless the round kills an enemy by impact force alone, in which case it will still explode on a timer), making long-distance and area-approximation shots (e.g. dealing with Sirens) more difficult in exchange for greater utility in close-quarters maps (being able to bounce shots off of walls and the like), a fact further cemented by its complete lack of sights.
[[File:Hand Mortars.jpg|thumb|none|500px|A collection of hand mortars; the second one from the top is quite similar to the in-game weapon]]


[[Category:Video Game]]
[[Category:Video Game]]

Latest revision as of 18:47, 4 December 2023


Killing Floor
PC Boxart
Release Date: May 14, 2009
Developer: Tripwire Interactive
Publisher: Tripwire Interactive
Platforms: PC
Mac OS X
Genre: First-Person Shooter


Killing Floor (also known as KF) is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for Unreal Tournament 2004, officially announced on March 2009, and was built on a heavily modified version of the Unreal Engine 2.5 owned by Epic Games. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.

The story of Killing Floor follows the aftershock of a mutant clone breakout from multiple labs in London run by the biotech company Horzine. Various police and military units are called in to deal with an alleged "protest", only to find hordes of cloned, mutated humans called "Specimens" waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries, sends various people into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, riot police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader who sells arms and armor to the players, these survivors are sent to various infected locations, from the streets of West London to abandoned Horzine labs to an experimental Moon Base to combat the specimens.

Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 16 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four given a neon black-and-red or black-and-blue scheme, and four properly camouflaged. Weapons with alternate DLC skins are noted.

The following weapons appear in the game Killing Floor:


Handguns

All handguns can be dual-wielded.

Beretta M9A1

The Beretta M9A1, fitted with a functional weaponlight, appears as the "9mm Tactical" and is the default sidearm for all survivors. Like in many games, the hammer is always shown as uncocked.

Error creating thumbnail: File missing
Beretta M9A1 - 9x19mm
Error creating thumbnail: File missing
As his only method of escape flies away, the British soldier wonder why he was only issued a M9A1 and nothing else.
Error creating thumbnail: File missing
Sighting up the incoming hordes.
Error creating thumbnail: File missing
Turning on the torch before entering the local hotel, Killing Floor is a rare game where flipping on weapon mounted lights is animated rather than magically turning on.
Error creating thumbnail: File missing
Reloading. Dropping out the dry mag while showcasing horrible trigger discipline. Here the torch can be more easily seen. It appears to be modeled after a M3X Tactical Illuminator.
Error creating thumbnail: File missing
In with a new mag.
Error creating thumbnail: File missing
Then chambering a round with the slide-release as the Zeds draw very close.
Error creating thumbnail: File missing
Later that day, on top the Horizon office buliding, he finds himself dual wielding M9A1s against the Zed hordes.
Error creating thumbnail: File missing
Reloading the two guns, showing off terrible trigger discipline and the ability to release the mag on the left gun with pure force of will will.

Heckler & Koch Mark 23 Mod 0

The H&K Mark 23 Mod 0, appearing as the "MK23", was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter Perk. It has comparable power to the .44 Magnum (which is rather absurd since it's chambered in a much smaller cartridge) with twice the capacity, though it shares the same price as the Handcannon and has the slowest reload speed among the automatic pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with its hammer cocked. It also has green tritium night-sights that glow in the dark.

Error creating thumbnail: File missing
Heckler & Koch Mark 23 Mod 0 - .45 ACP
Error creating thumbnail: File missing
A survivor readying his Mk23 on the "Hillybilly Horror" map.
Error creating thumbnail: File missing
The iron sights, the tritium inserts are very useful for most KF maps.
Error creating thumbnail: File missing
Reloading. Dropping out the dry mag while showcasing remarkably better trigger discipline than with the other pistols.
Error creating thumbnail: File missing
Loading in a new magazine. Note that the slide release is up, a nice touch. Slightly less nice is the missing texture on the inside of the slide.
Error creating thumbnail: File missing
Chambering a round with the use of the slide release.
Error creating thumbnail: File missing
Feeling that one Mk23 isn't enough, he buys himself another one on the "Waterworks" map.
Error creating thumbnail: File missing
The Mk23 has a rather unusual reload animation when dual wielding. First the magazines are dropped (which is more believable in comparison to the M9 and Desert Eagle as the Mk23 actually has an ambidextrous mag-release), then the character will holster the gun in the right hand before inserting a new magazine in the left one and then racking the slide.
Error creating thumbnail: File missing
The same process is repeated one the right-hand gun, but instead of racking the slide with their left hand, the character will instead grab the other gun before smacking the slide with it. Atleast proper trigger discipline is shown.

IMI/Magnum Research Desert Eagle Mark XIX

The Desert Eagle Mark XIX, appearing as the "Handcannon", is a Sharpshooter Perk weapon. While it features an 8-round magazine, it is modelled after the .50 AE version, which should hold only 7 rounds. The "Handcannon" is the most powerful handgun in the pistol lineup, the trade off being its high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the "Golden Handcannon" coming in Magnum Research's Tiger Stripe finish.

Error creating thumbnail: File missing
Desert Eagle Mark XIX - .50AE
Error creating thumbnail: File missing
A survivor taking a look at some sort of abomination on the "Transit" map. Like with the M9, the hammer is uncocked. Unlike the M9 however, the Desert Eagle is a SAO weapon, meaning it can't ever be fired with an uncocked hammer.
Error creating thumbnail: File missing
After finding a magic energy thing, the survivor threatens it with his Desert Eagle's sights.
Error creating thumbnail: File missing
Reloading. The Desert Eagle shares the exact same reload animation as the M9. Note that the slide isn't far back enough for the slide catch to actually catch it.
Error creating thumbnail: File missing
A survivor brings his akimbo handcannons to Hell.
Error creating thumbnail: File missing
Reloading. Inserting a magazine in the right hand gun in a rather awkward fashion.
Error creating thumbnail: File missing
Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the "Desert Eagle" name isn't a thing.

Smith & Wesson Model 29

The Smith & Wesson Model 29, as the ".44 Magnum", was introduced during the 2011 Twisted Christmas event and is a weapon for the Sharpshooter Perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.

Error creating thumbnail: File missing
Smith & Wesson Model 29 - .44 Magnum
Error creating thumbnail: File missing
Bringing proper protection when visiting the local subway on the "Filth's Crossing" map.
Error creating thumbnail: File missing
Checking the sights reveals the classic S&W target sights.
Error creating thumbnail: File missing
Reloading. First by using the extractor, which is actually animated for a change.
Error creating thumbnail: File missing
Then new rounds are inserted with a speedloader.
Error creating thumbnail: File missing
Finally the cylinder is snapped shut, a bad idea. Note that there aren't any rounds in the chambers. Apparently they were consumed by the darkness.
Error creating thumbnail: File missing
Briar brings one more Model 29 along before visiting "Steamland".
Error creating thumbnail: File missing
The akimbo reload is by far more feasible than what a lot of other games show. The left hand revolver is holstered before reloading the right one.
Error creating thumbnail: File missing
And vice versa with the left one. Once again the extractor is used.
Error creating thumbnail: File missing
Finally the rounds are loaded with a speed loader.

Colt 1851 Navy

With the 2012 Halloween event came the Community Weapons Pack DLC, which among 3 other weapons added the "Flare Revolver", a modified Colt 1851 Navy. As with the other handguns it can be dual-wielded, but unlike the rest it is meant for the Firebug Perk, and as such it is modified to launch .36-caliber flares rather than bullets. The Flare Revolver's an interesting weapon, while being lighter than most of the other Firebug weapons, its damage is pretty mediocre and the Siren's scream can destroy the flares.

Error creating thumbnail: File missing
Colt 1851 Navy - .36 caliber
Error creating thumbnail: File missing
Briar with his flare shooting revolver on the "Foundry" map.
Error creating thumbnail: File missing
Iron sights, which aren't the most effective. Also note the uncocked hammer; apparently, among the modifications made to this particular 1851 is a conversion to double-action operation.
Error creating thumbnail: File missing
Reloading. Beginning with grabbing the barrel to open it up, which automatically ejects the whole cylinder. What exactly is holding the gun shut is never made clear.
Error creating thumbnail: File missing
Inserting a new cylinder.
Error creating thumbnail: File missing
Briar considering starting a fire in the Wyre forest with his two revolvers.
Error creating thumbnail: File missing
Reloading. Like with the Mk23 and Model 29, one of the revolvers is holstered before reloading, beginning with the right one.
Error creating thumbnail: File missing
...and then the left.

Submachine Guns

Heckler & Koch MP5A4

A Heckler & Koch MP5A4, referred to as the "MP5M", was added in late 2011 as a second weapon for the Medic. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features OD green furniture and a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, the light cannot be used. Its magazine holds 32 rounds by default. The MP5M is a solid SMG for any medic, with its easy to read sight, high capacity, and plentiful back-up ammo only nullified with a rather weak damage per shot and a long reload time. It is one of four weapons given proper camouflage with the "Camo Weapon Pack" DLC - it is given a blood-splattered woodland finish referred to as "Blood camo".

Error creating thumbnail: File missing
H&K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm
Error creating thumbnail: File missing
Freezing in the rain with an MP5 on the "Stronghold" map.
Error creating thumbnail: File missing
Aiming down the red dot sight.
Error creating thumbnail: File missing
Reloading by pulling back the charging handle.
Error creating thumbnail: File missing
Kicking out the dry mag with the new one. Cool as it looks, this wouldn't work in reality due to how deeply-seated the magazine is.
Error creating thumbnail: File missing
And then finishing the reload with an HK Slap.
Error creating thumbnail: File missing
The promotional image of the MP5M with "blood camo" in the advertisement for the "Camo Weapon Pack". Note that the fire-selector is on burst.

Heckler & Koch MP7

The first of the Medic Perk's primary weapons is the Heckler & Koch MP7, referred to as "MP7M" in-game. As a Medic weapon, it is equipped with a medication dart launcher attached to the left side of the gun, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled, unintentionally setting the precedent for future Medic weapons to have ridiculously-incorrect capacities at high perk levels). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. Its MAC-10-like rate of fire is a pain to deal with though, forcing short bursts to stay on target and a ton of reloads.

Error creating thumbnail: File missing
Heckler & Koch MP7 - 4.6x30mm
Error creating thumbnail: File missing
A medic with his MP7 on a map based of the game Portal.
Error creating thumbnail: File missing
Aiming on some Zeds with the red dot.
Error creating thumbnail: File missing
Reloading by dropping out the empty mag.
Error creating thumbnail: File missing
Then in a needlessly awkward fashion, the character will grab a new mag with their right hand will still holding onto the weapon via the foregrip. Note that the bolt isn't depicted as locking back. The left side hasn't been modelled with the ambidextrous safety and bolt-release an actual MP7 has. While not visible here, the magazine does have cartridges modeled in it, though the fact that they aren't visible from here demonstrates that they're seated rather too deeply.
Error creating thumbnail: File missing
After all that, the charging handle is pulled instead of using the bolt-release.

Thompson Submachine Gun

Multiple versions of the Thompson Submachine Gun have been added to the game. The first was the M1A1 added in in the first of four Community Pack DLC weapons.

The other two are both M1928s fitted with the distinctive drum magazines and pistol-grip forend. The normal variant is gained by owning both Killing Floor and Red Orchestra 2: Rising Storm, and is named the "Rising Storm Tommy Gun". The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons (50 rounds, upgrading to 62 when fully leveled) and isn't too expensive in comparison with its counterparts. Its faults are its even weaker power against bigger enemies, its low ammo reserve, very heavy recoil, especially when hip-fired, and the fact you have to own Rising Storm, a completely different game, to actually use it.

The second Community Weapon Pack includes a "steampunk" version of the weapon referred to in full as "Dr. John T. Thompson's Lead Delivery System", and loads from drums that hold 40 rounds instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and an even slower reload.

Error creating thumbnail: File missing
Colt M1A1 Thompson - .45 ACP
Error creating thumbnail: File missing
Colt M1928 Thompson - .45 ACP
Error creating thumbnail: File missing
A member of what once was the British army prepares to enter a not particularly amusing amusement park.
Error creating thumbnail: File missing
Taking a look at a rather gruesome scene. Note that the weapon is aimed through the top notch rather than the lower peep, which would normally mean the shots would go high as thats the 150 yard setting.
Error creating thumbnail: File missing
Reloading, first by pulling out the magazine without actually using the mag-release.
Error creating thumbnail: File missing
In with a new 30 round stick mag.
Error creating thumbnail: File missing
The pulling the charging handle, showing that the bolt does not actually move when doing so.
Error creating thumbnail: File missing
While wandering an underground destroyed research lab, a survivor brings his M1928 "Rising Storm Tommy Gun" to bear.
Error creating thumbnail: File missing
Somewhere else in England, a hungover Mall Santa stumbles out of The Trader's store with a freshly acquired "Dr. T's Lead Delivery System".
Error creating thumbnail: File missing
Aiming the steampunk Thompson at a small horde of Zeds.
Error creating thumbnail: File missing
Hip firing at an uncomfortably close Fleshpound.
Error creating thumbnail: File missing
Having emptied the gun while constantly backpedaling down the hill, Bill Weeks (the aforementioned hungover Mall Santa) goes to reload his steampunk Thompson. First, the actuator magically locks forward, which is already slightly confusing because it only does this when the reload animation is initiated, not when the Thompson runs dry...
Error creating thumbnail: File missing
...then the magazines are swapped, which only further compounds said confusion because Thompson drum magazines should not be able to be removed while the bolt is in the forward position. At least Bill correctly removes the old mag and replaces the new one sideways. He even has his finger off the trigger, which certainly can't be said for some of the other trained soldiers on this page...
Error creating thumbnail: File missing
Finally, the actuator is yanked backwards, and Bill is ready to start indiscriminately opening fire into the Zed hordes again.
Error creating thumbnail: File missing
Having defeated another wave of Zeds, Bill takes a breather and rests his steampunk Thompson down on the asphalt.

MAC-10

A Firebug weapon, the MAC-10 is equipped with its distinctive Sionics two-stage suppressor and has a 30-round magazine. The MAC-10 can be fired in semi-auto and full-auto fire modes, and features damage comparable to the Bullpup. If used in conjunction with the Firebug Perk, bullets which do not instantly kill specimens will set them on fire. The MAC-10 is a good starting round weapon for a Firebug, being a effective mid-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.

Error creating thumbnail: File missing
Ingram MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP
Error creating thumbnail: File missing
Finding himself in a cold ice cave, a British soldier brings his fire spitting MAC-10.
Error creating thumbnail: File missing
Eyeing up a frozen elf with the cramped MAC-10 sights.
Error creating thumbnail: File missing
Lighting some Zeds on fire with the MAC.
Error creating thumbnail: File missing
Reloading by pulling out the magazine without touching the magazine catch.
Error creating thumbnail: File missing
Inserting a new one.
Error creating thumbnail: File missing
Pulling back the charging handle. Note that the bolt is in its correct backwards position.

TDI Vector

Named the "Schneidzekk Medic Gun", the TDI Vector was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It has a correct 25-round magazine capacity and the usual healing dart launcher. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on iron sights. The Schneidzekk, which means "Zed Cutter" in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price, poor accuracy, and ridiculous fire rate combined with a relatively slow reload. It is one of the four weapons given a neon-themed version with the Neon Weapons Pack, given an overall black finish with bright blue highlights, including a medic cross printed on the magwell.

Error creating thumbnail: File missing
TDI Vector - .45 ACP
Error creating thumbnail: File missing
Briar chatting with the trader about his newly purchased Vector on the "Clandestine" map.
Error creating thumbnail: File missing
Afterwards, he checks its BUIS style iron sights.
Error creating thumbnail: File missing
Reloading by pushing the mag-release.
Error creating thumbnail: File missing
Loading in a new 25-round magazine.
Error creating thumbnail: File missing
And instead of using the bolt-release, the character pulls the charging handle. Note that the medic dart launcher can just about be seen on the right side rail.

Shotguns

12 Gauge Double Barreled Shotgun

A double barreled hunting shotgun is available in the game. Called the "Hunting Shotgun", it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. Support Specialists at the highest level spawn with one. The weapon's accuracy is rather poor and reloading it takes time, additionally, it cannot be reloaded unless one has fired both barrels.

Error creating thumbnail: File missing
Stoeger/IGA coach gun - 12 gauge
Error creating thumbnail: File missing
A survivor wanders around trying to find Chris's blood in a spooky mansion.
Error creating thumbnail: File missing
Iron sights. Or rather, a bead sight.
Error creating thumbnail: File missing
Reloading by dramatically chucking out the spent shells.
Error creating thumbnail: File missing
Loading in one shell...
Error creating thumbnail: File missing
...and the other.

AA-12 CQB

The main weapon of the Support Specialist Perk is an AA-12 CQB automatic shotgun. It uses 20-round drum magazines and has the largest reserve ammo pool of the shotguns at 80 rounds, something it goes through quickly due to its fully automatic nature however. While it's very powerful and has a quick reload compared to the tube-fed shotguns, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.

Error creating thumbnail: File missing
AA-12 CQB - 12 gauge
Error creating thumbnail: File missing
A survivor preparing to tear up some Zeds with his AA-12 on the "Fright Yard" map.
Error creating thumbnail: File missing
The AA-12's simple iron sights.
Error creating thumbnail: File missing
Reloading, beginning with pulling and then pushing the charging handle forward, which is correct. Since the AA-12 is an open bolt weapon, it is possible to cock the weapon before actually inserting a new magazine.
Error creating thumbnail: File missing
Pulling out the empty drum.
Error creating thumbnail: File missing
Inserting a new one full of 12 gauge.
Error creating thumbnail: File missing
Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.

Benelli M3 Super 90

The basic shotgun in the game is a Benelli M3 Super 90, called the "Shotgun", it comes with a working forend dedicated weaponlight and holds 8 rounds despite it being modeled with a 5-round tube magazine. While the real M3 can be toggled between semi-auto and pump-action, in-game it is locked to pump-action only. The M3 Super 90 is a solid shotgun for earlier rounds, and is the weapon that level 5 Support Specialists can spawn with, but loses its effectiveness at later ones and its iron sights are a bit obtrusive. A variant with the same blood-splattered woodland camouflage as the MP5M was added with the Camo Weapons Pack.

Error creating thumbnail: File missing
Benelli M3 Super 90 with pistol grip stock combination, ghost ring sights, and 5-round tube - 12 gauge
Error creating thumbnail: File missing
A survivor creeping through a creepy facility with his M3 at hand.
Error creating thumbnail: File missing
The ghost ring sight, perfect for situations like this.
Error creating thumbnail: File missing
After unloading into some Zeds, the action is racked in an overly dramatic way.
Error creating thumbnail: File missing
Loading up on shells.
Error creating thumbnail: File missing
Turning on the flashlight before descending into the depths of the facility.
Error creating thumbnail: File missing
Promotional image of the Benelli M3 Super 90 with "blood camo".

Benelli M4 Super 90

The Benelli M4 Super 90 shotgun was added in the Twisted Christmas 2011 update, appearing as the "Combat Shotgun". Like the M3, it has a weaponlight attached to the magazine tube as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity of 6 shells, indicating the use of three-inch shells; incidentally, the two combined mean that both weapons take the same amount of time to fully reload from empty. This is one of three firearms that can be given a gold finish by way of the first Golden Weapons Pack DLC added for the Twisted Christmas 2012 update.

Error creating thumbnail: File missing
Benelli M4 Super 90 with 7-round tube - 12 gauge
Error creating thumbnail: File missing
A survivor finds himself on an Icebreaker ship on the stormy ocean with his good friend Mr. Super 90.
Error creating thumbnail: File missing
The red dot sight mounted on top, small but effective.
Error creating thumbnail: File missing
Turning on the flashlight.
Error creating thumbnail: File missing
Reloading. Inserting a shell. Note that the bolt doesn't lock back when the gun is dry.
Error creating thumbnail: File missing
Pulling the charging handle. A shell can be seen inside the chamber.
Error creating thumbnail: File missing
The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved. One wonders how much it takes to gold-plate and engrave a red dot sight.

Kel-Tec KSG

Appearing as the "HSG-1 Shotgun", a modified version of the Kel-Tec KSG appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun and feeds from a magazine placed in the loading port for the dual tube magazines, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its "futuristic" appearance, the KSG makes strange "power-up" type sounds when a new magazine is inserted or when the pump-handle is cycled. While it is lighter and has a better effective range, the HSG-1 does less damage than the other shotguns. It is one of the four weapons given a neon-colored variation with the Neon Weapons Pack, painting the weapon in an overall black finish with bright red highlights.

Error creating thumbnail: File missing
Kel-Tec KSG - 12 gauge
An official promotional render of the "HSG-1".
Error creating thumbnail: File missing
A dosh enthusiast with his KSG on the local moon base.
Error creating thumbnail: File missing
The rather wonky fiber-optic sights.
Error creating thumbnail: File missing
Pumping the shotgun after blasting some Zeds.
Error creating thumbnail: File missing
Reloading by removing the magazine. Note the poor trigger discipline.
Error creating thumbnail: File missing
About to load in a new mag.
Error creating thumbnail: File missing
Chambering a round.

Pancor Jackhammer

Added in the "Summer Sideshow: Pier of Pain" event, the "Multi-Chambered Zed Thrower" is a lavishly-decorated steampunk shotgun based on the Pancor Jackhammer. As with the real weapon, it is fully-automatic (with a stupendously low rate of fire), uses a bullpup arrangement, and holds 10 rounds; unlike the Jackhammer and its unique detachable-cylinder feed setup and blow-forward operation, however, the MCZT appears to use a more conventional drum magazine and is recoil-operated. It lacks sights (though it can still be aimed), and possesses a unique alternate firemode wherein it blasts enemies with steam (fittingly enough); this deals no damage and consumes no ammunition, but is capable of pushing groups of enemies away, allowing it to be used as an escape tool in tight situations.

Error creating thumbnail: File missing
Pancor Jackhammer (early prototype) - 12 gauge (proprietary)
Error creating thumbnail: File missing
LCpl. Lee Baron holding his steampunk'd Jackhammer.
Error creating thumbnail: File missing
The irons are effectively non-existent, but it's a shotgun. Who is going to be using the sights anyway?
Error creating thumbnail: File missing
After firing just one round out of his casette magazine, he discards it. Wishing he could use it as a makeshfit landmine for the zeds.
Error creating thumbnail: File missing
Inserting the new magazine, while a man made horror beyond comprehension decided to disturb whatever was left that vaguely resembled peace.
Error creating thumbnail: File missing
After hitting an also non-existent button on the reciever, chambering the round. Baron can finally put this monstrocity to rest.


Winchester Model 1897 "Trench Gun"

Added to the game with the 2012 Halloween update is the Trench Gun version of the Winchester Model 1897 "Trench Gun", unsurprisingly called "Trenchgun" in-game. As a Firebug weapon, it is the only shotgun in the game to load incendiary "Dragon's Breath" shells, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but you have to load a round in the chamber then load the other 5 shells in the tube, in contrast to the game animating the player characters as loading six before chambering one.

Error creating thumbnail: File missing
Winchester Model 1897 "Trench Gun" - 12 gauge
Error creating thumbnail: File missing
A survivor takes a dockside jog with his Trench Gun.
Error creating thumbnail: File missing
The 100+ year old bead sight.
Error creating thumbnail: File missing
Pumping the weapon after firing, revealing the brass shells used.
Error creating thumbnail: File missing
Reloading by loading in a new shell.
Error creating thumbnail: File missing
Chambering a shell after loading up.

Rifles

Winchester Model 1894

One of the cheapest weapons in the game is a Winchester Model 1894 called the "Lever Action Rifle". In previous versions, it has been referred to as the "Winchester". It is equipped with a rear tang peep sight. It deals nearly twice the damage of the Mk 14 EBR per bullet, though with half the capacity, a slower reload and slower rate-of-fire due to its lever-action nature. At high Sharpshooter levels, it can kill anything weaker than a Scrake with a single headshot.

Error creating thumbnail: File missing
Winchester 1894 Saddle Ring Carbine - .30-30 WCF
Error creating thumbnail: File missing
A survivor stands outside a blood splattered barn with his trusty Winchester.
Error creating thumbnail: File missing
Peeping through the peep sight.
Error creating thumbnail: File missing
Reloading. Not attempts at chambering a round is done after loading up, regardless if there's a round in the chamber or not.
Error creating thumbnail: File missing
Cycling the action, showing a new round being chambered. Note that the locking lugs (the two gray rectangles towards the top-rear of the receiver) have not dropped down to allow this; the bolt simply clips through them.

Lee-Enfield No. 4 Mk I

Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original Lee-Enfield No. 4 Mk I, but rather a "steampunk"-style weapon based on one named the "Single-Piston Long Musket". As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Instead of the usual procedure of reloading via stripper clips, it is reloaded by replacing the detachable magazine - Killing Floor shares the distinction with the earlier Call of Duty: Finest Hour and the later ZombiU of being some of the only games ever in which a Lee-Enfield is reloaded in this manner.

Error creating thumbnail: File missing
Lee-Enfield No. 4 Mk I (T) - .303 British
Error creating thumbnail: File missing
A promotional image showing the "Single-Piston Long Musket" in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.
Error creating thumbnail: File missing
Another promotional image of the "Single-Piston Long Musket", showing off the eagle-head forend.

Assault Rifles and Carbines

Colt M4A1 Carbine

The M4A1 was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando Perk appears as simply the "M4", fitted with an Aimpoint CompM2 red dot sight and compared to the AIMR it has a higher fire rate and more reserve ammo, but a slower reload and less damage per bullet. The much more expensive version for the Demolitions Perk appears as the "M4 203", using iron sights rather than the Aimpoint and fitted with a Knight's Armament M203A1 grenade launcher which gives it more raw firepower than the standard version.

Both M4A1 models feature a Vltor Improved Modstock, MATech rear flip-up BUIS (which is used on the Demolitions version), Magpul PMAGs and a Knight's Armament Company M4 RAS handguard with rail covers. The Commando M4 is also available with a desert-style digital camo pattern for those who own the "Camo Weapons Pack" DLC.

Error creating thumbnail: File missing
Colt M4A1 Carbine with Aimpoint CompM2, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO
Error creating thumbnail: File missing
A survivor with his newly acquired M4A1 on the "Fright Yard" map.
Error creating thumbnail: File missing
Sighting up a Husk with the red dot.
Error creating thumbnail: File missing
As some Zeds draw closer, the survivor reloads his rifle. While somewhat difficult to spot, the fire-selector is set to safe. It's possible to switch between semi and full auto, but the selector won't move when doing so. Another difficult-to-spot detail is the magazine release; this visibly pops out slightly when the magazine is removed, making KF possibly the first game to feature this detail.
Error creating thumbnail: File missing
About to insert a new PMAG.
Error creating thumbnail: File missing
Pulling the charging handle. Time to start shooting.
Error creating thumbnail: File missing
Promotional image of the M4A1 with digital desert-style camo.
Error creating thumbnail: File missing
Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm
Error creating thumbnail: File missing
A survivor with a more explosive version of the M4.
Error creating thumbnail: File missing
Sight picture of the MATech flip-up sights.
Error creating thumbnail: File missing
Reloading the M203 by cracking it open and stuffing a new 40mm inside.
Error creating thumbnail: File missing
M4A1 with M203 as shown in a promotional image.

L22A2

The first of the Commando Perk weapons is the L22A2, dubbed the "Bullpup". It has a mounted EOTech XPS red dot sight (which is unrealistic, as the rail on top of the L22A2 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 30-round magazines that hold 40 rounds in-game. It's very weak and inaccurate with heavy recoil.

L22A2 with 20-round magazine and SUSAT scope - 5.56x45mm NATO
Error creating thumbnail: File missing
A British soldier with his L22A2, preparing to defend the last of the phone boots from the Zed hordes.
Error creating thumbnail: File missing
The sight picture of the EOTech; how it fits on top of the SUSAT's rail is a mystery.
Error creating thumbnail: File missing
Reloading begins by pressing the magazine release; it does move when pushed, though it simply slides straight in instead of pivoting in in the front and out in the back, causing the back end of the catch to clip into the magazine well.
Error creating thumbnail: File missing
Then mashing in a new mag. No attempt at using the bolt-release or yanking the charging-handle is done however, the round seemingly chambering itself.
Examination of the L22A2 on the ground shows that the right side of weapon is a mirror of the left, thus no ejection port or charging handle. Note the lightened A2 fore-end and the bit of Picatinny rail sticking out behind the top of the non-proprietary vertical grip.

Romanian AIMR

The AIMR, referred to as an "AK47", is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. It is unique for having two versions with different finishes - the first Golden Weapons Pack DLC adds a version with a golden finish on the metal components and gold engravings in the wooden parts, and the later Neon Weapons Pack gives one with an overall black finish and bright red highlights.

Error creating thumbnail: File missing
AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).
Error creating thumbnail: File missing
A British soldier enjoying the sun set with his AIMR.
Error creating thumbnail: File missing
The classic AK iron sights.
Error creating thumbnail: File missing
Reloading. About to pull out the dry mag.
Error creating thumbnail: File missing
Rocking in a new one.
Error creating thumbnail: File missing
Pulling the charging handle with an overhand technique.
Error creating thumbnail: File missing
A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Note the two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively, indicating it is the AIMR and not the similar semi-auto-only Draco Carbine.
Error creating thumbnail: File missing
The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.

MKb 42(H)

The Halloween 2012 event added the MKb 42(H) to the game as another Commando weapon. Sporting a reference to Red Orchestra 2: Heroes of Stalingrad, the MKb 42 is another all-rounder weapon, with rather controllable recoil and rate of fire in return for somewhat cluttered ironsights.

Error creating thumbnail: File missing
Haenel MKb 42(H) (Sport Systeme Dittrich reproduction) - 7.92x33mm Kurz
Error creating thumbnail: File missing
A survivor wielding the MKb on the "Stronghold" map.
Error creating thumbnail: File missing
Before using its iron sights to ventilate a bunch of angry zeds.
Error creating thumbnail: File missing
Reloading, first the empty magazine is thrown away.
Error creating thumbnail: File missing
A new one is inserted.
Error creating thumbnail: File missing
And the charging handle is yanked, correctly locking back; the MKb 42(H) fires from an open bolt, as seen in the first screencap.

Battle Rifles

FN FAL "G Series"

Added for the 2012 summer event, the FN FAL "G Series" is a powerful Commando weapon called the "FNFAL ACOG", likely standing-in for the British L1A1 SLR. It shares the SCAR-H's high power as well as having lower recoil than the SCAR-H, though with a higher firing rate and a higher cost. The FAL in-game is customized with a wooden pistol grip, an original FAL 50.00 flash-hider, a rail on top of the receiver, and an ACOG scope mounted on said rail giving it a higher zoom level than the SCAR.

Error creating thumbnail: File missing
FN FAL "G Series" - 7.62x51mm NATO
Error creating thumbnail: File missing
L1A1 SLR with wood furniture for comparison - 7.62x51mm NATO
Error creating thumbnail: File missing
Wandering through the "Siren's Belch" map with a FAL. Note that the reticle of the sight can be seen, which would mean that the reticle would be a part of the actual glass of the scope.
Error creating thumbnail: File missing
Aiming with the sight. The reticle is not close to that of an actual ACOG.
Error creating thumbnail: File missing
Reloading. Throwing away the empty mag.
Error creating thumbnail: File missing
Rocking in a new one which has bullets nicely modelled in it.
Error creating thumbnail: File missing
Pulling the charging handle with the palm of the hand.

FN SCAR-H (Mk 17 Mod 0)

The FN SCAR-H, appearing as the "SCARMK17", is one of the most powerful Commando Perk weapons available in-game, alongside the FN FAL. Although the real-life cyclic rate is about 625rpm, it has one of the fastest RPM in the game as well as the highest recoil on par with the AIMR. It features a Tango Down vertical foregrip and the newer version of the Aimpoint M68 Close Combat Optic, the Aimpoint CompM4s, without lens cover caps and mounted on a high riser mount. It is the last weapon given a neon-themed variation with the Neon Weapons Pack, sharing the same bright blue highlights as the neon Vector.

Error creating thumbnail: File missing
Third Generation FN SCAR-H - 7.62x51mm NATO
Error creating thumbnail: File missing
Briar preparing to go fishing with his newly purchased SCAR.
Error creating thumbnail: File missing
Aiming down the CompM4 red dot sight.
Error creating thumbnail: File missing
His fishing trip proving fruitless, Briar hides from the rain in the old mansion to reload his SCAR. Note that the charging handle is still in its forward position. Since the SCAR has a reciprocating charging handle, and since its bolt locks back once its dry, it should be in its backward position.
Error creating thumbnail: File missing
Inserting a new magazine while showcasing good trigger discipline. Note that the selector is actually set to auto.
Error creating thumbnail: File missing
Hitting the bolt-release. Out of all the guns that has one in Killing Floor, this is the only gun were it's actually used.

Mk 14 Mod 0 Enhanced Battle Rifle

One of the primary Sharpshooter weapons in the game is a Mk 14 Mod 0 EBR, a model with a fixed Sage tactical stock, using rail covers instead of the standard Kydex hand guard, and is equipped with a laser aiming module. In-game it is referred to as the "M14EBR", the US Army designation. While it has a high price at the trader and rather high recoil, it comes with 20-round magazines, a high DPS, and usable laser sight for accurate hip firing.

M14 EBR with Fixed Synthetic Stock and Butt Pad - 7.62x51mm NATO
Error creating thumbnail: File missing
A British soldier keeps watch over a stretch of highway with his M14.
Error creating thumbnail: File missing
The classic iron sights, with just a little bit of rail peeking up.
Error creating thumbnail: File missing
The laser dot, considering where its coming from, the laser is mounted on the gas tube.
Error creating thumbnail: File missing
Reloading. Pulling out the empty mag that still has bullets modeled in it.
Error creating thumbnail: File missing
About to insert a new mag. Note the green Magpul attached to the bottom.
Error creating thumbnail: File missing
Pulling the charging handle. As common in video games, the bolt is not depicted as locking back.

"M7A3"

A futuristic Kel-Tec RFB Carbine-looking weapon, called the "M7A3", was added in in the 2012 summer event. It is fitted with a red dot reflex sight (with a digital ammunition counter below the sight itself), a vertical foregrip, and a medication dart launcher. It bears some resemblance to the similarly-named M7 rifle from Darkest of Days.

The M7A3 packs some mean recoil and a rather slow rate of fire, but comes with a futuristic red dot sight and good DPS, making for a stronger weapon than the other medic guns that is also capable of launching medic-darts.

Error creating thumbnail: File missing
Kel-Tec RFB Carbine - 7.62x51mm NATO
Error creating thumbnail: File missing
A survivor wields his M7A3 while hopping through a low-gravity moonbase. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge. The crosshair on the sight will even turn red when the magazine is almost empty.
Error creating thumbnail: File missing
The green reticle of the sight.
Error creating thumbnail: File missing
Reloading. Removing the empty magazine. Note the open area on top of the rifle, which acts as the ejection port. Not the best placement, as it would mean anyone who has their face close to it would have gases blown in their face and potentially brass hitting them.
Error creating thumbnail: File missing
Inserting another full mag.
Error creating thumbnail: File missing
Pulling the charging handle.
Error creating thumbnail: File missing
Promotional image of the M7A3.

Sniper Rifles

Barrett M99

Appearing as the "M99 AMR", a Barrett M99 with black and gray urban camo is one of the Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other weapon aside from the 9mm pistol alongside it. Since it's a single shot weapon, it must be reloaded after every shot, which takes a very long time without high Sharpshooter levels, and on top of that its ammunition is prohibitively expensive at £250 per bullet.

Error creating thumbnail: File missing
Barrett M99 - .50 BMG
Error creating thumbnail: File missing
Preparing for some sniping on the "mountain pass" map.
Error creating thumbnail: File missing
Looking down the scope of the M99. Note that the outside of the scope isn't magnified.
Error creating thumbnail: File missing
Reloading. Pulling back the bolt.
Error creating thumbnail: File missing
Inserting a new .50 BMG round.
Error creating thumbnail: File missing
Chambering said round.
Error creating thumbnail: File missing
A mirrored promotional image of the M99 AMR.

Explosives

L2A2

The standard grenade players are equipped with are L2A2s. Unlike the knife and other melee weapons having a dedicated slot, they are thrown by simply pressing a key. Players can carry 5 grenades (though Demolition or Support Specialist levels allow greater carrying capacity for grenades, up to 11). A grenade caught within the blast radius of another will explode immediately alongside it rather than needing its fuse to burn down, widening the blast radius. The Firebug and Field Medic classes get unique variants of the grenade at level 3; the former gets incendiary grenades that light Zeds on fire, while the latter gets grenades that release a green gas similar to the effect from their medication dart launchers, which simultaneously heals teammates and damages Specimens that are within the cloud.

Error creating thumbnail: File missing
L2A2 High-Explosive Fragmentation grenade
Error creating thumbnail: File missing
Briar throwing a grenade at some Zeds.
Trader image for the in-game L2A2.

M79 Grenade Launcher

An M79 grenade launcher can be used in the game. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though its single shot capacity gives it low DPS.

Error creating thumbnail: File missing
M79 grenade launcher - 40x46mm
Error creating thumbnail: File missing
Strolling through the "Waterworks" map with an M79.
Error creating thumbnail: File missing
Iron sights. The leaf sight can't be used.
Error creating thumbnail: File missing
Reloading. Dropping out the spent case.
Error creating thumbnail: File missing
In with a new 40mm grenade.
Error creating thumbnail: File missing
At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.
Error creating thumbnail: File missing
Said survivor reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.

Milkor MGL Mk 1S

A Milkor MGL Mk 1S with a Trijicon RX01 red dot sight can be used in the game, incorrectly called M32, which is the USMC's designation for the Mk 1L. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, and can quickly fire all six grenades in an emergency, but takes a long time to reload; the upside is that, like the shotguns and Winchester, the reload can be interrupted.

Error creating thumbnail: File missing
Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
Error creating thumbnail: File missing
Briar strolling through the "Steamland" themepark with his Mk 1S.
Error creating thumbnail: File missing
The red dot.
Error creating thumbnail: File missing
Reloading. Instead of using the extractor, each grenade is individually removed and replaced. Here one is removed...
Error creating thumbnail: File missing
...and then replaced with a fresh one as a Crawler appears from nowhere.
Error creating thumbnail: File missing
Promotional image of the MGL Mk 1S with digital desert-style camouflage.

LAW 80

A missile launcher called the "LAW" is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, "Who dares wins", is printed on the side of it. It has a passing resemblance to the LAW 80.

Error creating thumbnail: File missing
LAW 80 for comparison - 94mm
Error creating thumbnail: File missing
Finding himself in Hell, the survivor makes sure to bring adequate firepower.
Error creating thumbnail: File missing
The sight of the LAW. The weapon cannot be hip fired.
Error creating thumbnail: File missing
Reloading the LAW.
Error creating thumbnail: File missing
A "LAW" lying discarded on the ground.

Hand Mortar

Added in the 2nd Community Weapons Pack DLC, the "Orca Bomb Propeller" is a fictional Steampunk-esque grenade launcher resembling an early wheellock hand mortar (a class of weapons which served as an early predecessor to the modern grenade launcher). While muzzle-loaded, the in-game weapon is not a wheellock, instead using caseless grenades the approximate shape of (and slightly bigger than) an egg with small fins on the back, presumably functioning similarly to a GP-series grenade launcher (though, unlike such launchers, the round has to be locked in manually, with the player character flipping a lever near the muzzle each time a new round is inserted). It is comparable to the M79, with its main distinction being the use of video-gamey smart grenades that explode on contact with enemies and on a timer otherwise (unless the round kills an enemy by impact force alone, in which case it will still explode on a timer), making long-distance and area-approximation shots (e.g. dealing with Sirens) more difficult in exchange for greater utility in close-quarters maps (being able to bounce shots off of walls and the like), a fact further cemented by its complete lack of sights.

Error creating thumbnail: File missing
A collection of hand mortars; the second one from the top is quite similar to the in-game weapon