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Insurgency: Sandstorm: Difference between revisions
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{{Infobox Video Game|{{PAGENAME}} | {{Infobox Video Game|{{PAGENAME}} | ||
|name=Insurgency: Sandstorm | |name=Insurgency: Sandstorm | ||
|picture=Insurgency_sandstorm.jpg | |picture=Insurgency_sandstorm.jpg | ||
|date= December 12, 2018 (PC) | |date= December 12, 2018 (PC)<br>September 29, 2021 (Consoles) | ||
|developer=New World Interactive | |developer=New World Interactive | ||
|publisher=Focus Home Interactive | |publisher=Focus Home Interactive | ||
Line 10: | Line 9: | ||
}} | }} | ||
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc | '''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc; while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named: | ||
*Rifleman, | *Rifleman, the backbone of the team armed with assault rifles and battle rifles. | ||
*Breacher, | *Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives. | ||
*Advisor, who has access to exotic guns | *Advisor, who has access to exotic guns and optics from the opposing faction. | ||
*Demolitions, | *Demolitions, the explosives expert with access to various explosives including launchers and UBGLs. | ||
*Marksman, who takes targets | *Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes. | ||
*Gunner, who provides suppressive fire with machine guns. | *Gunner, who provides suppressive fire with machine guns. | ||
*Observer, who carries radio | *Observer, who carries a radio to allow the Commander to call in fire support. | ||
*Commander, who is the team leader with binoculars to call in fire support when Observer is nearby. | *Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby. | ||
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. | A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags. | ||
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments. | |||
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. ''' | '''The following weapons appear in the video game ''Insurgency: Sandstorm''. ''' | ||
__TOC__<br clear=all> | __TOC__<br clear=all> | ||
= | =Handguns= | ||
==Beretta M9== | ==Beretta M9== | ||
A staple sidearm of the series, the [[Beretta M9]] is oddly available for the | A staple sidearm of the series, the [[Beretta M9]] is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation Exodus, the M9 along with other handguns have access to unmagnified optics. | ||
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]] | [[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]] | ||
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]] | [[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]] | ||
[[File:Sandstorm M9 (1).jpg|thumb|none|600px|Initially drawing the M9 pistol - the user first inspects the magazine...]] | |||
[[File:Sandstorm M9 (2).jpg|thumb|none|600px|...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.]] | |||
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]] | [[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]] | ||
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]] | [[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]] | ||
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[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]] | [[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]] | ||
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]] | [[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]] | ||
[[File:Sandstorm Hi-Power (1).jpg|thumb|none|600px|Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.]] | |||
[[File:Sandstorm Hi-Power (2).jpg|thumb|none|600px|Sliding it in.]] | |||
[[File:Sandstorm Hi-Power (3).jpg|thumb|none|600px|Chambering the BHP.]] | |||
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]] | [[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]] | ||
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]] | [[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]] | ||
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==Colt M1911A1== | ==Colt M1911A1== | ||
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points | The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points. | ||
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | [[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | ||
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide & frame.]] | [[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide & frame.]] | ||
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[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]] | [[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]] | ||
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]] | [[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]] | ||
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the | [[File:Sandstorm M45A1 (1).jpg|thumb|none|600px|The initial draw of the M45A1 pistol - loading in the magazine.]] | ||
[[File:Sandstorm M45A1 (2).jpg|thumb|none|600px|Pulling the slide.]] | |||
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911A1's younger brother at the range.]] | |||
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]] | [[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]] | ||
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]] | [[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]] | ||
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==Glock 17== | ==Glock 17== | ||
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It | A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points. | ||
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]] | [[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]] | ||
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]] | [[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]] | ||
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[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']] | [[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']] | ||
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]] | [[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]] | ||
==IMI Desert Eagle Mark XIX== | |||
The [[Desert Eagle Mark XIX]] chambered in .50 Action Express was added in Update 1.10 Operation Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available. | |||
[[Image:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]] | |||
[[File:Sandstorm Desert Eagle Promo.jpg|thumb|none|600px|An officially released render of the pre-release model, courtesy of the official Operation Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.]] | |||
[[File:Sandstorm Desert Eagle Promo 1.jpg|thumb|none|600px|The rebel aims his Desert Eagle, courtesy of the official Operation Exodus website.]] | |||
[[File:Sandstorm Bad Day Promo.jpg|thumb|none|450px|The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm Desert Eagle Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Desert Eagle.]] | |||
[[File:Sandstorm Desert Eagle Deploy.jpg|thumb|none|600px|The draw animation begins by inserting a fresh mag...]] | |||
[[File:Sandstorm Desert Eagle Deploy 1.jpg|thumb|none|600px|...then pulling the slide while checking the loaded mag.]] | |||
[[File:Sandstorm Desert Eagle.jpg|thumb|none|600px|The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.]] | |||
[[File:Sandstorm Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the sights of Desert Eagle at an abandoned van.]] | |||
[[File:Sandstorm Desert Eagle 1.jpg|thumb|none|600px|Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it is smacking the shooter in the face.]] | |||
[[File:Sandstorm Desert Eagle 2.jpg|thumb|none|600px|After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.]] | |||
[[File:Sandstorm Desert Eagle 3.jpg|thumb|none|600px|Complete with a push to the slide stop with the thumb.]] | |||
[[File:Sandstorm Desert Eagle 4.jpg|thumb|none|600px|Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.]] | |||
[[File:Sandstorm Desert Eagle 5.jpg|thumb|none|600px|The speed reload begins by swiftly tossing the mag...]] | |||
[[File:Sandstorm Desert Eagle 6.jpg|thumb|none|600px|...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.]] | |||
==Makarov PM== | ==Makarov PM== | ||
The [[Makarov PM]] is another pistol available for the Insurgents | The [[Makarov PM]] is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point. | ||
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]] | [[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]] | ||
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]] | [[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]] | ||
[[File:Sandstorm PM (1).jpg|thumb|none|600px|The initial draw of the PM, similar to other pistols.]] | |||
[[File:Sandstorm PM (2).jpg|thumb|none|600px|Chambering the Makarov.]] | |||
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]] | [[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]] | ||
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]] | [[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]] | ||
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[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]] | [[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]] | ||
==SIG-Sauer | ==Manurhin MR-73== | ||
Also usable by the Security forces is | The [[Manurhin MR-73]] was added in Update 1.10 Operation Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25" barrel which can be extended into 8" by choosing the "Sniper Barrel", which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed "CT Scope") in 2.5x magnification, suppressor, and bipod. Also available is the "Cheapo Suppressor" made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25" barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points. | ||
[[ | [[File:MR-73 5.25.jpg|thumb|none|350px|Manurhin MR-73 Defense with 5.25" barrel and adjustable sights - .357 Magnum]] | ||
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the | [[File:MR-73 Sniper.jpg|thumb|none|350px|Manurhin MR-73 "Sniper" with 8" barrel, adjustable sights, scope, and bipod - .357 Magnum]] | ||
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his | [[File:Sandstorm MR-73 Promo.jpg|thumb|none|600px|An officially released render of the MR-73 in-game model, courtesy of the official Operation Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.]] | ||
[[File:Sandstorm MR-73 Promo 1.jpg|thumb|none|600px|The operator points his MR-73, courtesy of the official Operation Exodus website. Note that for whatever reason, it is missing its rear sights.]] | |||
[[File:Sandstorm Detainer Promo.jpg|thumb|none|450px|The Detainer stands by with his Manurhin MR-73, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm MR-73 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MR-73.]] | |||
[[File:Sandstorm MR-73 Deploy.jpg|thumb|none|600px|When deployed, the operator checks the cylinder by pressing the cylinder release.]] | |||
[[File:Sandstorm MR-73 Deploy 1.jpg|thumb|none|600px|...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.]] | |||
[[File:Sandstorm MR-73.jpg|thumb|none|600px|The operator prepares his rugged French revolver for some quick draw action.]] | |||
[[File:Sandstorm MR-73 Sights.jpg|thumb|none|600px|Aiming down the sights of the MR-73.]] | |||
[[File:Sandstorm MR-73 1.jpg|thumb|none|600px|After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature visibly dented primers, a nice touch.]] | |||
[[File:Sandstorm MR-73 2.jpg|thumb|none|600px|The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.]] | |||
[[File:Sandstorm MR-73 3.jpg|thumb|none|600px|Loading new rounds into each chamber.]] | |||
[[File:Sandstorm MR-73 4.jpg|thumb|none|600px|Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.]] | |||
[[File:Sandstorm MR-73 Scope.jpg|thumb|none|600px|Considering some covert sniping, the operator deploys another MR-73 fitted with an 8" "Sniper" barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, [https://www.forgottenweapons.com/gigns-mr73-sniper-revolver-in-357-magnum/ it is a very real configuration for the MR-73].]] | |||
[[File:Sandstorm MR-73 Scope Reticle.jpg|thumb|none|600px|Aiming through the scope, which shows a simple fine reticle.]] | |||
[[File:Sandstorm MR-73 5.jpg|thumb|none|600px|Firing the 8" barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8" barrel.]] | |||
[[File:Sandstorm MR-73 6.jpg|thumb|none|600px|Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...]] | |||
[[File:Sandstorm MR-73 7.jpg|thumb|none|600px|...then loading with a speed loader...]] | |||
[[File:Sandstorm MR-73 8.jpg|thumb|none|600px|...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.]] | |||
[[File:Sandstorm MR-73 9.jpg|thumb|none|600px|Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.]] | |||
[[File:Sandstorm MR-73 10.jpg|thumb|none|600px|Aiming the makeshift sights above the makeshift suppressor.]] | |||
==SIG-Sauer P226 MK25== | |||
Also usable by the Security forces is a [[SIG-Sauer P226|SIG-Sauer P226 MK 25]] with a threaded barrel, distinguishing it from the standard railed P226 is the presence of a MIL-STD 1913 rail instead of the proprietary one. It appears under its British Army designation of L106A1, which is incorrect for the type as the P226 in British service is designated as either the L105A2 or L106A2. It costs 2 supply points. | |||
[[File:SIG 226 MK25.jpeg|350px|thumb|none|SIG-Sauer P226 MK25 TB - 9x19mm]] | |||
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MK25. Note the threaded barrel.]] | |||
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226.]] | |||
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]] | [[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]] | ||
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]] | [[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]] | ||
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The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point. | The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point. | ||
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]] | [[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]] | ||
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the "TARIQ 9 m/m IRAQ - Licensed by BERETTA" | [[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads "TARIQ 9 m/m IRAQ - Licensed by BERETTA" .]] | ||
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]] | [[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]] | ||
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]] | [[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]] | ||
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==Welrod Mark II== | ==Welrod Mark II== | ||
Update 1.7 Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds. | Update 1.7 Operation Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds. | ||
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]] | [[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]] | ||
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]] | ||
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it | [[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it is stated to be chambered in 9x19mm.]] | ||
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]] | [[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]] | ||
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]] | [[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]] | ||
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==Heckler & Koch MP7A1== | ==Heckler & Koch MP7A1== | ||
A popular community weapon from the previous game, the [[Heckler & Koch | A popular community weapon from the previous game, the [[Heckler & Koch MP7A1]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a [[Heckler & Koch MP7A2|MP7A2]]. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds. | ||
[[File:H&K MP71A1.jpg|400px|thumb|none|Heckler & Koch MP7A1 - 4.6x30mm]] | [[File:H&K MP71A1.jpg|400px|thumb|none|Heckler & Koch MP7A1 - 4.6x30mm]] | ||
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]] | [[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]] | ||
[[File:Sandstorm MP7A1 (1).jpg|thumb|none|600px|The draw animation of the MP7A1 - the operator unfolds the foregrip...]] | |||
[[File:Sandstorm MP7A1 (2).jpg|thumb|none|600px|...and charges the PDW.]] | |||
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]] | [[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]] | ||
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.]] | [[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.]] | ||
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]] | [[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]] | ||
[[File:Sandstorm MP7A1 (3).jpg|thumb|none|600px|Using the raised sights.]] | |||
[[File:Sandstorm MP7A1 (4).jpg|thumb|none|600px|Reloading with a 40-round magazine.]] | |||
[[File:MP7A2.jpg |thumb|none|400px|Heckler & Koch MP7A2 with RAL8000 finish - 4.6x30mm]] | |||
[[File:Sandstorm MP7A2 (1).jpg|thumb|none|600px|The weapon loadout menu image of the MP7A2 fitted with "Aiming Grip", extended magazine, and iron sights in aperture/post "rifle" setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.]] | |||
==IMI Uzi== | ==IMI Uzi== | ||
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[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]] | [[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]] | ||
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]] | [[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]] | ||
[[File:Sandstorm Uzi (1).jpg|thumb|none|600px|The spawn animation of the Uzi - the fighter grasps the stock...]] | |||
[[File:Sandstorm Uzi (2).jpg|thumb|none|600px|...and unfolds it.]] | |||
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]] | [[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]] | ||
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]] | [[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]] | ||
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==M3 Grease Gun== | ==M3 Grease Gun== | ||
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the "Advanced Suppressor" modeled after the M3 Spec Ops Gen 2 used by Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation | The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Operation Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the "Advanced Suppressor" modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it. | ||
[[Image:M3_Grease.jpg|thumb|none|500px|M3 "Grease Gun" - .45 ACP]] | [[Image:M3_Grease.jpg|thumb|none|500px|M3 "Grease Gun" - .45 ACP]] | ||
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]] | [[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]] | ||
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]] | [[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]] | ||
[[File:Sandstorm M3 Grease Gun (1).jpg|thumb|none|600px|As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.]] | |||
[[File:Sandstorm M3 Grease Gun (2).jpg|thumb|none|600px|And pulling the bolt back, which kicks open the safety/dust cover.]] | |||
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]] | [[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]] | ||
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]] | [[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]] | ||
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]] | [[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]] | ||
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]] | [[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]] | ||
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 "Grease Gun" with M9 flash hider - .45 ACP]] | [[File:M3 Flash Hider.jpg|thumb|none|500px|M3 "Grease Gun" with M9 flash hider - .45 ACP]] | ||
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]] | [[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]] | ||
[[File: | [[File:OSS M3 Greas Gun.jpg|thumb|none|500px|OSS M3 - .45 ACP]] | ||
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]] | [[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]] | ||
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]] | [[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]] | ||
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]] | [[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]] | ||
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 "Grease Gun" modified with rails, red dot and integral | |||
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 "Grease Gun" modified with rails, red dot and integral suppressor - .45 ACP.]] | |||
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique "Advanced Suppressor".]] | [[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique "Advanced Suppressor".]] | ||
==P90 Tactical / USG== | |||
The [[P90 Tactical / USG]] was added in Update 1.11 Operation Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called "Factory Circle", and "Factory Dot", and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard. | |||
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - FN 5.7x28mm]] | |||
[[File:P90 USG.jpg|thumb|none|400px|FN P90 USG - 5.7x28mm FN]] | |||
[[File:Sandstorm Operation Warlord Promo.jpg|thumb|none|600px|The official artwork of Operation Warlord, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm P90 Promo.jpg|thumb|none|600px|An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and "P90 cal 5.7x28" markings on the optical sight group; along with "RESTRICTED LAW ENFORCEMENT USE ONLY" markings on the receiver.]] | |||
[[File:Sandstorm P90 Promo 1.jpg|thumb|none|600px|The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm P90 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P90.]] | |||
[[File:Sandstorm P90 Deploy.jpg|thumb|none|600px|The Slavic mercenary prepares his P90 by loading its mag...]] | |||
[[File:Sandstorm P90 Deploy 1.jpg|thumb|none|600px|...then swiftly pulling its charging handle.]] | |||
[[File:Sandstorm P90.jpg|thumb|none|600px|The said mercenary tries to resist his urge to [[Counter-Strike|'Ru]][[Counter-Strike: Source|sh]] [[Counter-Strike: Global Offensive|B']] with his P90.]] | |||
[[File:Sandstorm P90 Sights.jpg|thumb|none|600px|Aiming down the custom fiber optic sights.]] | |||
[[File:Sandstorm P90 1.jpg|thumb|none|600px|After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.]] | |||
[[File:Sandstorm P90 2.jpg|thumb|none|600px|Inserting a fresh mag.]] | |||
[[File:Sandstorm P90 3.jpg|thumb|none|600px|Pulling its charging handle.]] | |||
[[File:Sandstorm P90 Scope A.jpg|thumb|none|600px|Another P90 with USG "Factory Circle" reflex sight, compensator, railed handguard, and foregrip.]] | |||
[[File:Sandstorm P90 Scope A Reticle.jpg|thumb|none|600px|Aiming the USG "Factory Dot" reflex sight shows green illuminated reticle.]] | |||
[[File:Sandstorm P90 4.jpg|thumb|none|600px|The speed reload begins by dumping the empty mag to the side...]] | |||
[[File:Sandstorm P90 5.jpg|thumb|none|600px|...complete with a yank on charging handle.]] | |||
[[File:Sandstorm P90 Scope B.jpg|thumb|none|600px|Another P90 with USG "Factory Dot" reflex sight, and Gemtech suppressor.]] | |||
[[File:Sandstorm P90 Scope B Reticle.jpg|thumb|none|600px|Aiming the USG "Factory Dot" reflex sight shows blueish illuminated reticle.]] | |||
[[File:Sandstorm P90 (0).jpg|thumb|none|600px|The selector is actually animated, which can be seen when pressed up against a surface.]] | |||
==Sterling Mk. 4== | ==Sterling Mk. 4== | ||
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points. | The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Operation Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points. | ||
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]] | [[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]] | ||
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]] | [[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]] | ||
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent | [[File:Sandstorm Sterling (1).jpg|thumb|none|600px|As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.]] | ||
[[File:Sandstorm Sterling (2).jpg|thumb|none|600px|Opening the bolt.]] | |||
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.]] | |||
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]] | [[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]] | ||
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads "STERLING SMG 9M/M MK4 (L2A3)", complete with serial numbers below it.]] | [[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads "STERLING SMG 9M/M MK4 (L2A3)", complete with serial numbers below it.]] | ||
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[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]] | [[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]] | ||
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]] | [[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]] | ||
==TDI Vector== | |||
The [[TDI Vector]] is the SMG added in Update 1.11 Operation Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards. | |||
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I - .45 ACP]] | |||
[[File:Sandstorm Vector Promo.jpg|thumb|none|600px|An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm Vector Promo 1.jpg|thumb|none|600px|The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm Vector Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Vector.]] | |||
[[File:Sandstorm Vector Deploy.jpg|thumb|none|600px|The operator prepares his Vector by unfolding its stock...]] | |||
[[File:Sandstorm Vector Deploy 1.jpg|thumb|none|600px|...complete with yanking the charging handle.]] | |||
[[File:Sandstorm Vector.jpg|thumb|none|600px|The Vector spots a wooden target on the second floor.]] | |||
[[File:Sandstorm Vector Sights.jpg|thumb|none|600px|Aiming down the sights.]] | |||
[[File:Sandstorm Vector 1.jpg|thumb|none|600px|After mag dumping at the said target, he drops the mag by pressing mag release.]] | |||
[[File:Sandstorm Vector 2.jpg|thumb|none|600px|Then, he pulls the charging handle.]] | |||
[[File:Sandstorm Vector 3.jpg|thumb|none|600px|He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.]] | |||
[[File:Sandstorm Vector 4.jpg|thumb|none|600px|The operator performs speed reload by quickly inserting a fresh mag.]] | |||
[[File:Sandstorm Vector 5.jpg|thumb|none|600px|Complete with pressing the bolt release while watching the bolt going into battery.]] | |||
=Assault Rifles= | =Assault Rifles= | ||
== | =="Alpha AK"== | ||
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points. It features a 12.4" [[AK-104]] barrel, Zenitco B-30 handguards, a TWS railed dust cover, Magpul MOE+ AK pistol grip, golden ATK trigger and Tromix extended charging handle. The receiver is not an exact AK-100 series variant, as it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter. As of Update 1.12 Operation Glasshouse, it uses steel AKM magazines by default which can be replaced with polymer 7.62x39mm AK magazines by equipping custom skins. | |||
[[File: | [[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK-105 - 5.45x39mm]] | ||
[[File: | [[File:Ak104.jpg|thumb|none|500px|AK-104 - 7.62x39mm]] | ||
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being | [[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being rechambered to 7.62x39mm in Update 1.7 Operation Nightfall.]] | ||
[[File:Sandstorm Gray Man Promo.jpg|thumb|none|450px|The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on a SRU tactical helmet.]] | |||
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]] | [[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]] | ||
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]] | [[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]] | ||
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]] | [[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]] | ||
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has "PATENTED U.S.A. MADE" markings while the receiver has "Model AK-104-A CAL 7.62x39" markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover.]] | [[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has "PATENTED U.S.A. MADE" markings while the receiver has "Model AK-104-A CAL 7.62x39" markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover. The stock's buffer adapter here also appears to be mounted on the rear tang trunnion of an AKMN/AK-74N style receiver.]] | ||
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]] | [[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]] | ||
==AK-74N== | ==AK-74N== | ||
The [[ | The [[AK-74N]] returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. | ||
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]] | [[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]] | ||
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]] | [[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]] | ||
[[File:Sandstorm AK-74 (1).jpg|thumb|none|600px|The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...]] | |||
[[File:Sandstorm AK-74 (2).jpg|thumb|none|600px|...rocks it in, then flicks off the safety...]] | |||
[[File:Sandstorm AK-74 (3).jpg|thumb|none|600px|...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.]] | |||
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]] | [[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]] | ||
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]] | [[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]] | ||
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==AKMN== | ==AKMN== | ||
The [[ | The [[AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AKs, it is modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. | ||
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]] | [[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]] | ||
[[File:Sandstorm Operation Exodus Promo.jpg|thumb|none|600px|The official artwork of Operation Exodus, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm Upriser Promo.jpg|thumb|none|450px|The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm Sporty Promo.jpg|thumb|none|450px|The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Type 56-2, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]] | [[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]] | ||
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]] | [[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]] | ||
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==AKS-74UN== | ==AKS-74UN== | ||
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points. | The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points. | ||
[[ | [[File:AKS74U.jpg|500px|thumb|none|AKS-74U - 5.45x39mm]] | ||
[[File:Sandstorm Operation Glasshouse Promo.jpg|thumb|none|600px|The official artwork of Update 1.12 Operation Glasshouse, courtesy of official NWI Update 1.12 Operation Glasshouse - Release Notes page. The 'Brute' on middle looks suspiciously similar to [[Dark Knight Rises, The|the infamous mercenary leader in Gotham city]].]] | |||
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]] | [[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]] | ||
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]] | [[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]] | ||
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==AS Val== | ==AS Val== | ||
The [[AS Val]] was added in Update 1.7 Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov. | The [[AS Val]] was added in Update 1.7 Operation Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov. | ||
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]] | [[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]] | ||
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]] | [[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]] | ||
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==Enfield L85A2== | ==Enfield L85A2== | ||
The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation | The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation Cold Blood. It costs 4 supply points. | ||
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]] | [[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]] | ||
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]] | [[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]] | ||
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==FAMAS F1== | ==FAMAS F1== | ||
The [[FAMAS F1]] was added in Update 1.8 Operation | The [[FAMAS F1]] was added in Update 1.8 Operation Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points. | ||
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]] | [[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]] | ||
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.]] | |||
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation | [[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation Breakaway website. Note the RM Equipment M203PI attached at the bottom.]] | ||
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation | [[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation Breakaway website. Note the removed bipod.]] | ||
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation | |||
[[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]] | ||
[[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]] | ||
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==Heckler & Koch G36K== | ==Heckler & Koch G36K== | ||
Another popular weapon mod from the previous game, the [[Heckler & Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation | Another popular weapon mod from the previous game, the [[Heckler & Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the "CH Sight" with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation Clean Sweep, the G36K has a transparent magazine with animated bullets and spring. | ||
[[Image:HKG36KR.jpg|thumb|none|500px|Heckler & Koch G36KV - 5.56x45mm NATO]] | [[Image:HKG36KR.jpg|thumb|none|500px|Heckler & Koch G36KV - 5.56x45mm NATO]] | ||
[[Image:H&K-G36K.jpg|thumb|none|500px|Heckler & Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]] | [[Image:H&K-G36K.jpg|thumb|none|500px|Heckler & Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]] | ||
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==HS Produkt VHS-D2== | ==HS Produkt VHS-D2== | ||
The [[ | The [[HS Produkt VHS-D2]] was added in Update 1.3 as the '''VHS-2''' for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points. | ||
[[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]] | [[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]] | ||
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]] | ||
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==M16A4== | ==M16A4== | ||
The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation | The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the "Flat Top" attachment for clearer view when using unmagnified optics. | ||
[[ | [[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]] | ||
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4.]] | [[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.]] | ||
[[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]] | [[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]] | ||
[[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]] | [[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]] | ||
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==M4A1== | ==M4A1== | ||
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session. | The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session. | ||
[[ | [[File:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]] | ||
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1.]] | [[File:ColtM4.jpg|thumb|none|500px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]] | ||
[[File:Sandstorm Battleworn Promo.jpg|thumb|none|450px|The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm Big Spender Promo.jpg|thumb|none|450px|The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.]] | |||
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.]] | |||
[[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]] | [[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]] | ||
[[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]] | [[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]] | ||
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==Mk 18 Mod 1== | ==Mk 18 Mod 1== | ||
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver). | The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver). | ||
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]] | [[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]] | ||
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1.]] | [[File:Sandstorm PMC Promo.jpg|thumb|none|450px|The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.]] | ||
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.]] | |||
[[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]] | [[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]] | ||
[[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]] | [[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]] | ||
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[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]] | [[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]] | ||
== | ==QBZ-03== | ||
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[ | An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the "Type 03 Scope". | ||
[[File:QBZ-03 556.jpg|thumb|none|500px| | [[File:QBZ-03 556.jpg|thumb|none|500px|QBZ-03 with scope - 5.56x45mm]] | ||
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]] | [[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]] | ||
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]] | [[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]] | ||
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[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]] | [[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]] | ||
== | ==QBZ-97== | ||
The | The [[QBZ-97]] was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points. | ||
[[File: | [[File:QBZ97A.jpg|thumb|none|500px|QBZ-97A - 5.56x45mm]] | ||
[[ | [[file:Sandstorm QBZ-97 Promo.jpg|thumb|none|600px|An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]] | ||
[[file:Sandstorm QBZ-97 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97.]] | |||
[[File:Sandstorm QBZ-97.jpg|thumb|none|600px|The insurgent rings in the Year of the Ox with a brand-new QBZ-97.]] | |||
[[File:Sandstorm QBZ-97 Sights.jpg|thumb|none|600px|Aiming down the G36-ish iron sights.]] | |||
[[File:Sandstorm QBZ-97 1.jpg|thumb|none|600px|Staring an empty reload, which gives us a view of the bolt and the markings, which read "T97 NSR CAL.5.56mm". These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.]] | |||
[[File:Sandstorm QBZ-97 2.jpg|thumb|none|600px|Finishing off an empty reload with a yank on the locked-back charging handle.]] | |||
[[File:Sandstorm QBZ-97 Scope.jpg|thumb|none|600px|The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.]] | |||
[[File:Sandstorm QBZ-97 Scope Reticle.jpg|thumb|none|600px|Aiming the YMA-95-1 scope which shows green illuminated reticle.]] | |||
[[File:Sandstorm QBZ-97 3.jpg|thumb|none|600px|The speed reload begins by quickly taking out empty mag...]] | |||
[[File:Sandstorm QBZ-97 4.jpg|thumb|none|600px|...complete with a quick stroke in charging handle.]] | |||
== | ==QTS-11== | ||
The | The [[QTS-11]] was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes for 4 supply points. It features an unique adjustable "Type 11 Scope" which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells. | ||
[[File:Ots-11-action.jpg|thumb|none|500px| | [[File:Ots-11-action.jpg|thumb|none|500px|QTS-11 - 5.8x42mm & 20mm Grenade]] | ||
[[ | [[file:Sandstorm QTS-11 Promo.jpg|thumb|none|600px|An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]] | ||
[[File:Sandstorm QTS-11 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QTS-11.]] | |||
[[File:Sandstorm QTS-11.jpg|thumb|none|600px|Still sad that the [[XM29 OICW]] didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.]] | |||
[[File:Sandstorm QTS-11 Sights.jpg|thumb|none|600px|Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.]] | |||
[[File:Sandstorm QTS-11 1.jpg|thumb|none|600px|Beginning a reload with a fairly AK-like rocking in of a new magazine.]] | |||
[[File:Sandstorm QTS-11 2.jpg|thumb|none|600px|And finishing off with a pull of the charging handle.]] | |||
[[File:Sandstorm QTS-11 Scope.jpg|thumb|none|600px|The QTS-11's unique attachment, the variable zoom Type 11 scope.]] | |||
[[File:Sandstorm QTS-11 Scope Reticle.jpg|thumb|none|600px|Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.]] | |||
[[File:Sandstorm QTS-11 3.jpg|thumb|none|600px|Going for clearer field of view, he tweaks the elevation knob.]] | |||
[[File:Sandstorm QTS-11 4.jpg|thumb|none|600px|After hitting the target on distance, he begins the speed reload by grabbing empty mag...]] | |||
[[File:Sandstorm QTS-11 5.jpg|thumb|none|600px|...then yanking the charging handle underhanded.]] | |||
[[File:Sandstorm QTS-11 6.jpg|thumb|none|600px|Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher. Aiming the integrated 20mm grenade launcher will have the shooter aiming down equipped sights.]] | |||
[[File:Sandstorm QTS-11 7.jpg|thumb|none|600px|After firing it, he loads another HE shell.]] | |||
[[File:Sandstorm QTS-11 8.jpg|thumb|none|600px|Complete with a push to the bolt.]] | |||
==Q Honey Badger== | ==Q Honey Badger== | ||
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points. | The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Operation Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points. | ||
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]] | [[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]] | ||
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the | [[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the Honey Badger in-game model, courtesy of the Sandstorm Twitter page.]] | ||
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12" barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7" and 16" barrels.]] | [[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12" barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7" and 16" barrels.]] | ||
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]] | [[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]] | ||
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip up sights, shared with Mk 18 Mod 1.]] | [[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip-up sights, shared with Mk 18 Mod 1.]] | ||
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read "HONEY BADGER" and "300BLK", and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]] | [[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read "HONEY BADGER" and "300BLK", and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]] | ||
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]] | [[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]] | ||
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[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]] | [[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]] | ||
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]] | [[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]] | ||
==SIG SG 552== | |||
A [[SG 552]] has been introduced with Update 1.14, available as part of the regular assault rifle and carbine loadouts for Insurgents. It uses 20-round magazines by default, and costs 2 supply points. | |||
[[File:SIG SG552.jpg|thumb|500px|none|SIG SG 552 - 5.56x45mm]] | |||
[[File:Sandstorm SG 552 (1).jpg|thumb|none|600px|The SIG SG 552 Commando out in the posh Last Light city.]] | |||
[[File:Sandstorm SG 552 (2).jpg|thumb|none|600px|Its irons are set the standard rear notch position.]] | |||
[[File:Sandstorm SG 552 (3).jpg|thumb|none|600px|Working the selector while pressed up against the truck - the right side visible moves with the left, a nice detail.]] | |||
[[File:Sandstorm SG 552 (4).jpg|thumb|none|600px|Pulling out an empty twenty-rounder mag on the SIG's reload.]] | |||
[[File:Sandstorm SG 552 (5).jpg|thumb|none|600px|And in with a new one.]] | |||
[[File:Sandstorm SG 552 (6).jpg|thumb|none|600px|Reaching under to tug the charging handle and bolt back into battery.]] | |||
[[File:Sandstorm SG 552 (7).jpg|thumb|none|600px|Tossing out a 30-round mag on the emergency reload...]] | |||
[[File:Sandstorm SG 552 (8).jpg|thumb|none|600px|..new mag in, and thumbing the bolt release.]] | |||
==Steyr AUG A3== | ==Steyr AUG A3== | ||
Update 1.8 Operation | Update 1.8 Operation Breakaway brought the [[Steyr AUG A3]] as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the "A1 Scope", and "A3 Scope" in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found on Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger. | ||
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]] | [[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]] | ||
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation | [[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation Breakaway website. Note the mounted scopes found on the earlier AUG A1.]] | ||
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation | [[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation Breakaway website.]] | ||
[[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]] | ||
[[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]] | ||
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=Battle Rifles= | =Battle Rifles= | ||
==Desert Tech MDR== | |||
As of Update 1.14, the [[Desert Tech MDR]] is available as a high tier battle rifle in the regular rifles for Security, at six supply points. It is chambered in the standard 7.62x51mm NATO configuration, and has automatic and semi-automatic firemodes. | |||
[[File:MDR-BIG.jpg|thumb|500px|none|Desert Tech Micro Dynamic Rifle - .308 Winchester]] | |||
[[File:Sandstorm MDR (1).jpg|thumb|none|600px|Loading up the DT MDR in the Security spawn area of Last Light. This is pretty much the same animations as the standard reload, just with the charging handles already locked to the rear. The lack of cutout to the gas regulator indicates its not a current MDRX model.]] | |||
[[File:Sandstorm MDR (2).jpg|thumb|none|600px|The MDR, shouldered.]] | |||
[[File:Sandstorm MDR (3).jpg|thumb|none|600px|The picture through the bog standard Troy sights, familiar by now.]] | |||
[[File:Sandstorm MDR (4).jpg|thumb|none|600px|Actuating the MDR's fire selector.]] | |||
[[File:Sandstorm MDR (5).jpg|thumb|none|600px|Performing the quick reload which shows off a bit more of the rifle - thumbing out the magazine.]] | |||
[[File:Sandstorm MDR (6).jpg|thumb|none|600px|Putting in the replacement mag.]] | |||
[[File:Sandstorm MDR (7).jpg|thumb|none|600px|Thumbing the bolt release. The charging handle is pulled on the standard reload, similar to the spawn animation shown above.]] | |||
==FN FAL== | ==FN FAL== | ||
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class. | The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class. | ||
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 | [[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]] | ||
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]] | [[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]] | ||
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it | [[File:Sandstorm FAL (1).jpg|thumb|none|600px|The initial-equip animation of the FN FAL - inspecting the magazine.]] | ||
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a | [[File:Sandstorm FAL (2).jpg|thumb|none|600px|Setting it in.]] | ||
[[File:Sandstorm FAL (3).jpg|thumb|none|600px|Operating the charging handle.]] | |||
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it is a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]] | |||
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.]] | |||
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]] | [[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]] | ||
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]] | [[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]] | ||
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[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]] | [[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]] | ||
==IWI Galil | ==IWI US Galil GAR1651== | ||
A 7.62x51mm [[ | A 7.62x51mm [[Galil ACE]] was added in Update 1.6 as the "ACE 52", available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. Despite ostensibly being the Israeli mil-spec Galil ACE N 52 (with STANAG-like rather than AK-like magwell), the in-game weapon is actually an American civilian 7.62x51mm variant, the ACE GAR1651, distinguished by its side-folding stabilizing brace adapter. While the pre-release version features the (correct) civilian two-position selector, the release version gained a three-position selector switch like the military models. | ||
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI US Galil ACE GAR1651 - 7.62x51mm NATO]] | |||
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]] | |||
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]] | [[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]] | ||
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]] | [[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]] | ||
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]] | [[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]] | ||
[[File:Sandstorm ACE 52 (1).jpg|thumb|none|600px|Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.]] | |||
[[File:Sandstorm ACE 52 (2).jpg|thumb|none|600px|Chambering the ACE.]] | |||
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]] | [[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]] | ||
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]] | [[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]] | ||
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]] | [[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]] | ||
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]] | [[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]] | ||
[[File:Sandstorm ACE 52 (3).jpg|thumb|none|600px|Speed-reloading the ACE 52 with both AR10-style magazines pressed together.]] | |||
[[File:Sandstorm ACE 52 (4).jpg|thumb|none|600px|Charging the Galil in the fast-empty reload.]] | |||
==IWI Tavor 7== | ==IWI Tavor 7== | ||
Update 1.6 added the [[ | Update 1.6 added the [[IWI Tavor 7]], serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points. | ||
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]] | [[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]] | ||
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]] | [[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]] | ||
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]] | [[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]] | ||
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]] | [[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]] | ||
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to | [[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to Alpha AK, KSG, M24, and M99.]] | ||
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]] | [[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]] | ||
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]] | [[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]] | ||
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The [[Heckler & Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points. | The [[Heckler & Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points. | ||
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler & Koch G3A3 - 7.62x51mm NATO]] | [[Image:HKG3A3.jpg|thumb|none|500px|Heckler & Koch G3A3 - 7.62x51mm NATO]] | ||
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]] | [[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.]] | ||
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]] | [[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]] | ||
[[File:Sandstorm G3A3 (1).jpg|thumb|none|600px|Spawing-in with the G3A3 - the user puts in the 20-round magazine.]] | |||
[[File:Sandstorm G3A3 (2).jpg|thumb|none|600px|And sends the bolt home.]] | |||
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]] | [[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]] | ||
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]] | [[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]] | ||
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]] | [[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]] | ||
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]] | [[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]] | ||
[[File:Sandstorm G3A3 (3).jpg|thumb|none|600px|The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.]] | |||
==M1 Garand== | ==M1 Garand== | ||
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 | The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 Operation Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur "Garand thumb". Ouch. | ||
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]] | [[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]] | ||
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation | [[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation Cold Blood, courtesy of the Sandstorm Twitter page.]] | ||
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation | [[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation Cold Blood website. Note the Griffin & Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]] | ||
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation | [[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation Cold Blood website.]] | ||
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]] | [[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]] | ||
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it's 1944.]] | [[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it's 1944.]] | ||
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of "US Rifle, Cal. .30, M1", and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]] | [[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of "US Rifle, Cal. .30, M1", and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]] | ||
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]] | [[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]] | ||
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]] | [[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]] | ||
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping partially loaded clip, | [[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]] | ||
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]] | [[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]] | ||
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]] | [[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]] | ||
[[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]] | [[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]] | ||
== | ===M1C Garand=== | ||
The [[ | When equipping M82 scope which is referred to as "M1C Scope" in 2.5x magnification, the [[M1 Garand]] will turn into [[M1 Garand|M1C Garand]]. | ||
[[Image:NorincoSKS-D.jpg|thumb|none|500px| | [[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]] | ||
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]] | |||
[[File:Sandstorm M1 Garand Scope Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]] | |||
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]] | |||
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]] | |||
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]] | |||
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]] | |||
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]] | |||
==SKS-D== | |||
The [[SKS-D]] returns from the previous game. It has a standard length barrel with unusable "pig sticker" bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points. Its default 20-round magazines can be scavenged and loaded into the 7.62x39 AKs. | |||
[[Image:NorincoSKS-D.jpg|thumb|none|500px|SKS-D - 7.62x39mm]] | |||
[[File:Sandstorm Captive Promo.jpg|thumb|none|450px|The bearded Captive aims his SKS-D, courtesy of the Sandstorm Twitter page. Note another charging handle erroneously located in front of the mag.]] | |||
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]] | [[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]] | ||
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]] | [[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]] | ||
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[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]] | [[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]] | ||
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]] | [[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]] | ||
==M60E6== | |||
As of Update 1.13, the [[M60E6]] is available for the Security, for 3 supply points. It uses 50-round belt boxes by default, though these last a bit longer in comparison to the M240B and MG3 thanks to the M60's relaxed rate-of-fire. 100-boxes can be equipped as an upgrade. | |||
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]] | |||
[[File:Sandstorm M60E6 (0).jpg|thumb|none|600px|Loadout preview of the M60E6 machine gun.]] | |||
[[File:Sandstorm M60E6 (1).jpg|thumb|none|600px|A Support gunner with his US-made, Danish commissioned M60 machinegun, a long awaited addition to Insurgency's roster.]] | |||
[[File:Sandstorm M60E6 (2).jpg|thumb|none|600px|Drawing the sights upon the bungalow pillar.]] | |||
[[File:Sandstorm M60E6 (3).jpg|thumb|none|600px|Opening up the M60E6 after using up a fifty-round belt - note the bolt is forward.]] | |||
[[File:Sandstorm M60E6 (4).jpg|thumb|none|600px|Latching in a new belt box.]] | |||
[[File:Sandstorm M60E6 (5).jpg|thumb|none|600px|Working the charging handle. This is also the initial draw animation.]] | |||
[[File:Sandstorm M60E6 (6).jpg|thumb|none|600px|The 100-round belt box as seen reloading.]] | |||
==M240B== | ==M240B== | ||
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation | The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box. | ||
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]] | [[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]] | ||
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]] | [[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]] | ||
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]] | [[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]] | ||
[[File:Sandstorm M240B (1).jpg|thumb|none|600px|Deploying in with a M240B, charging the MG.]] | |||
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]] | [[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]] | ||
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]] | [[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]] | ||
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed.]] | [[File:Sandstorm M240B (2).jpg|thumb|none|600px|Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.]] | ||
[[File:Sandstorm M240B (3).jpg|thumb|none|600px|Feeding in a new short belt.]] | |||
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.]] | |||
==M249-E2 SAW== | ==M249-E2 SAW== | ||
The [[ | The [[M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights. | ||
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]] | [[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]] | ||
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]] | [[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]] | ||
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[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]] | [[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]] | ||
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]] | [[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]] | ||
==RPK== | |||
Returning from the previous game, the [[RPK]] is introduced with Update 1.13. This time it masquerades as the slightly updated RPKM/RPK-203 variant, appearing under the latter designation. It uses regular 30-round steel AK magazines by default, with the same extended 40 and 75-round drums from the other AKs as upgrades. It has a price of 3 supply. | |||
[[File:RPK lmg.jpg|thumb|none|500px|RPKN with 40 round magazine - 7.62x39mm.]] | |||
[[File:Rpkm.jpg|thumb|none|500px|An actual RPKM with 40-round bakelite plastic magazine - 7.62x39mm]] | |||
[[File:Sandstorm RPKM (1).jpg|thumb|none|600px|The faux RPK-203 in the loadout screen. Note the AKM-like gas block, as well as the stock that seems to be modeled after the fixed polymer one rather than a proper side folding one. It also has an alternate scope rail pattern.]] | |||
[[File:Sandstorm RPKM (2).jpg|thumb|none|600px|An Insurgent with the RPK out on their side of the Gap level. The receiver and metal parts have an oddly iridescent texture, almost looking case-hardened.]] | |||
[[File:Sandstorm RPKM (3).jpg|thumb|none|600px|Its iron sights unfortunately lack the correct added windage dial, a common mistake seen on video game RPK models.]] | |||
[[File:Sandstorm RPKM (4).jpg|thumb|none|600px|Thumbing the fire selector while aiming.]] | |||
[[File:Sandstorm RPKM (5).jpg|thumb|none|600px|The RPK also shares the same standard AK animation set.]] | |||
[[File:Sandstorm RPKM (6).jpg|thumb|none|600px|Popping open the spring-loaded bipod.]] | |||
[[File:Sandstorm RPKM (7).jpg|thumb|none|600px|Here, the Insurgent loads the drum mag into his machine gun.]] | |||
[[File:Sandstorm RPKM (8).jpg|thumb|none|600px|Giving the bolt and overhand rack.]] | |||
=Shotguns= | =Shotguns= | ||
==Kel-Tec KSG== | |||
The [[Kel-Tec KSG]] (specifically the Gen 2 version) was added in 1.12 Operation Glasshouse for the Security's Breacher class, costing 4 supply points. It is accurately depicted as having two separate magazine tubes which hold seven rounds each, rather than having a single tube that holds 14 rounds like in many other video games. By default, the left tube is selected for loading which can be switched manually by double pressing reload key or being switched automatically after emptying a tube tube. | |||
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]] | |||
[[File:Sandstorm KSG Promo.jpg|thumb|none|600px|An officially released render of the KSG in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:SandstormKSGMenu.jpg|thumb|none|600px|The weapon loadout menu image of the KSG.]] | |||
[[File:Sandstorm KSG Deploy.jpg|thumb|none|600px|The S.O.R.T. officer prepares to load his KSG before entering Mabarak Prison.]] | |||
[[File:Sandstorm KSG Deploy 1.jpg|thumb|none|600px|After that, he gives the forend a swift push.]] | |||
[[File:Sandstorm KSG.jpg|thumb|none|600px|The KSG spots multiple targets on the range.]] | |||
[[File:Sandstorm KSG Sights.jpg|thumb|none|600px|Aiming down the default flip-up sights, shared with Alpha AK, M24, M99, and Tavor 7.]] | |||
[[File:Sandstorm KSG 1.jpg|thumb|none|600px|After emptying the left tube, he switches the magazine selector switch to the left in order to load the right tube. Oddly enough, the same animation also plays when switching back to the left tube when it should be closed.]] | |||
[[File:Sandstorm KSG 2.jpg|thumb|none|600px|The reload begins by pulling the forend...]] | |||
[[File:Sandstorm KSG 3.jpg|thumb|none|600px|...then loading the shells into the tube. Once one magazine is fully reloaded, the magazine selector switch is actuated off-screen before proceeding to reload the other tube. ''Sandstorm'' is one of the few games that actually acknowledges the existence of the magazine selector switch on the KSG, along with ''[[Far Cry 6]]'' and ''[[Hot Dogs, Horseshoes & Hand Grenades]]''.]] | |||
==Knight's Armament Masterkey== | ==Knight's Armament Masterkey== | ||
The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation | The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped. | ||
[[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]] | [[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]] | ||
[[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation | [[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.]] | ||
[[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]] | [[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]] | ||
[[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]] | [[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]] | ||
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[[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]] | [[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]] | ||
[[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]] | [[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]] | ||
[[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74.]] | [[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.]] | ||
[[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]] | [[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]] | ||
[[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]] | [[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]] | ||
[[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]] | [[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]] | ||
[[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads "Memeington 500 SecondKey".]] | [[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads "Memeington 500 SecondKey".]] | ||
==KS-23M== | |||
The [[KS-23M]] was added in Update 1.12 Operation Glasshouse, serving as the counterpart of the KSG for the Insurgents' Breacher class for 2 supply points. It is referred to as '''KS-23''' in-game; and so far, the only shotgun chambered in 23x75mm R (equivalent to 4 gauge). Like other shotguns, it can be equipped with the SilencerCo Salvo 12 suppressor (referred to as the "Salvo 4"), despite said suppressor only available in 12 gauge. | |||
[[File:Ks23stockless.jpg|thumb|none|400px|KS-23M without stock - 23x75mm R]] | |||
[[File:Sandstorm KS-23 Promo.jpg|thumb|none|600px|An officially released render of the KS-23M in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm KS-23 Promo 1.jpg|thumb|none|600px|The skull masked insurgent points his KS-23M, courtesy of the Sandstorm Twitter page.]] | |||
[[File:SandstormKS-23M.jpg|thumb|none|600px|TThe weapon loadout menu image of the KS-23M.]] | |||
[[File:Sandstorm KS-23 Deploy.jpg|thumb|none|600px|The deploy animation begins by checking the loaded shell in the chamber. The KS-23 only holds three shells in its magazine and one in the chamber.]] | |||
[[File:Sandstorm KS-23 Deploy 1.jpg|thumb|none|600px|Complete with a push of the forend.]] | |||
[[File:Sandstorm KS-23.jpg|thumb|none|600px|A rogue police officer brings his KS-23M while facing a couple of technicals.]] | |||
[[File:Sandstorm KS-23 Sights.jpg|thumb|none|600px|Aiming down the tiny sights at the grille of a white technical.]] | |||
[[File:Sandstorm KS-23 1.jpg|thumb|none|600px|After causing the technical to emit some smoke, he ejects the empty shell.]] | |||
[[File:Sandstorm KS-23 2.jpg|thumb|none|600px|Then, he proceeds to reload additional shells.]] | |||
==M26 Modular Accessory Shotgun System== | ==M26 Modular Accessory Shotgun System== | ||
The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation | The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed. | ||
[[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]] | [[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]] | ||
[[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation | [[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.]] | ||
[[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]] | [[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]] | ||
[[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]] | [[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]] | ||
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Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class. | Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class. | ||
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]] | [[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]] | ||
[[File:Sandstorm Dissident Promo.jpg|thumb|none|450px|The Dissident takes an aim with his TOZ-194, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]] | [[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]] | ||
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]] | [[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]] | ||
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=Sniper Rifles/Anti-Materiel Rifles= | =Sniper Rifles/Anti-Materiel Rifles= | ||
==Barrett M107CQ == | ==Barrett M107CQ == | ||
The [[ | The [[Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the "M82A1 CQ" in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the "M82A1". | ||
[[ | [[File:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]] | ||
[[File: | [[File:Sandstorm M107 CQ Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]] | ||
[[File: | [[File:Sandstorm M107 CQ Menu.jpg|thumb|none|600px|The weapon loadout menu image of M107CQ. It uses short 5-round magazines by default, with the more common 10-rounders being a purchasable option.]] | ||
[[File: | [[File:Sandstorm M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]] | ||
[[File: | [[File:Sandstorm M107CQ Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]] | ||
[[File: | [[File:Sandstorm M107CQ 1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]] | ||
[[File: | [[File:Sandstorm M107CQ 2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk. The speed reload is much the same, but features a somewhat AK-esque push of the magazine release with the fresh mag, letting it fall to the ground instead of retaining it.]] | ||
==Izhmash SVD Dragunov== | ==Izhmash SVD Dragunov== | ||
The [[ | The [[SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights. | ||
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]] | [[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]] | ||
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]] | [[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]] | ||
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==Knight's Armament M110 SASS== | ==Knight's Armament M110 SASS== | ||
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation | The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed "DOS Scope" which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points. | ||
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]] | [[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]] | ||
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation | [[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]] | ||
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation | [[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation Cold Blood website.]] | ||
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]] | [[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]] | ||
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]] | [[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]] | ||
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it | [[File:Sandstorm M110 (1).jpg|thumb|none|600px|Spawing-in with a scoped M110 - the marksman works the charging handle.]] | ||
[[File:Sandstorm M110 (2).jpg|thumb|none|600px|A view of the SASS's open chamber.]] | |||
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it is like an M16, ''but long''.]] | |||
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]] | [[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]] | ||
[[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]] | [[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]] | ||
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[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]] | [[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]] | ||
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]] | [[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]] | ||
==Mk 14 Mod 1 Enhanced Battle Rifle== | ==Mk 14 Mod 1 Enhanced Battle Rifle== | ||
The [[ | The [[Mk. 14 Mod 1 EBR]] makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points. | ||
[[ | [[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]] | ||
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]] | [[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]] | ||
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]] | [[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]] | ||
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from "sensible" to "fun". Note the NWI trademark over the normal roll mark with the serial numbers.]] | [[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from "sensible" to "fun". Note the NWI trademark over the normal roll mark with the serial numbers.]] | ||
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]] | [[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]] | ||
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack.]] | [[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.]] | ||
==Mosin Nagant 1891/30== | ==Mosin Nagant 1891/30== | ||
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[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]] | [[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]] | ||
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]] | [[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]] | ||
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it | [[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it is fixed by adding a PU scope with the now turned-down bolt handle.]] | ||
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]] | [[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]] | ||
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]] | [[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]] | ||
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==Remington M24== | ==Remington M24== | ||
The [[ | The [[Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class. | ||
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]] | [[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]] | ||
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]] | [[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]] | ||
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]] | [[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]] | ||
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, | [[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the M24, shared between it, Alpha AK, KSG, M99, and Tavor 7.]] | ||
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]] | [[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]] | ||
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]] | [[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]] | ||
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[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]] | [[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]] | ||
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]] | [[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]] | ||
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]] | [[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip-up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]] | ||
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]] | [[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]] | ||
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]] | [[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]] | ||
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=Grenade Launchers/Rifle Grenade Launchers= | =Grenade Launchers/Rifle Grenade Launchers= | ||
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells. | All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells. | ||
==GP-25== | ==GP-25== | ||
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation | The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation Breakaway, it can be turned into makeshift underbarrel shotgun called the "Buckshot Launcher" with improvised 40mm buckshot shells for 2 supply points. | ||
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation | [[File:Gp-25 1.jpg|thumb|none|450px|GP-25 grenade launcher - 40mm]] | ||
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.]] | |||
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]] | [[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]] | ||
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]] | [[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]] | ||
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==M203A2 Grenade Launcher== | ==M203A2 Grenade Launcher== | ||
The [[ | The [[M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells. | ||
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]] | [[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]] | ||
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]] | [[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]] | ||
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The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells. | The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells. | ||
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]] | [[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]] | ||
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm & 40mm]] | |||
[[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]] | [[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]] | ||
[[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]] | [[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]] | ||
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The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells. | The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells. | ||
[[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]] | [[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]] | ||
[[File:AUG_GL-40.jpg|thumb|none|450px|Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO]] | |||
[[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]] | [[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]] | ||
[[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]] | [[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]] | ||
[[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]] | [[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]] | ||
[[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]] | [[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]] | ||
==Type 91 Grenade Launcher== | |||
The [[Type 91 grenade launcher]], specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the "Buckshot Launcher" with improvised 35mm buckshot shells for 2 supply points. | |||
[[File:QBZ-96withType91.jpg|thumb|none|400px|Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm]] | |||
[[file:Sandstorm QBZ-97 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97 with a QLG-91B.]] | |||
[[file:Sandstorm QBZ-97 UBGL.jpg|thumb|none|600px|The insurgent prepares his QLG-91B after encountering a bridge at the front.]] | |||
[[file:Sandstorm QBZ-97 UBGL Sights.jpg|thumb|none|600px|Aiming the QLG-91B sights.]] | |||
[[file:Sandstorm QBZ-97 UBGL 1.jpg|thumb|none|600px|After that, he reloads his QLG-91 another smoke shell.]] | |||
=Rocket Launchers/Missile Launchers/Recoilless Guns= | =Rocket Launchers/Missile Launchers/Recoilless Guns= | ||
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==AN-M14 Incendiary Grenade== | ==AN-M14 Incendiary Grenade== | ||
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use. | The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use. | ||
[[File: | [[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]] | ||
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]] | [[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]] | ||
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]] | [[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]] | ||
== | ==F-1 Grenade== | ||
The [[ | The [[F-1 hand grenade]] returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points. | ||
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]] | [[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]] | ||
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]] | [[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]] | ||
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The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points. | The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points. | ||
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]] | [[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]] | ||
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of | [[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M67 grenade.]] | ||
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]] | [[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]] | ||
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[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]] | [[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]] | ||
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]] | [[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]] | ||
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams | [[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.]] | ||
==DShK heavy machine gun== | ==DShK heavy machine gun== | ||
The [[DShK heavy machine gun| | The [[DShK heavy machine gun| DShK]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the '''30mm Cannon''', instead of the accurate [[M230 Chain Gun]]. | ||
[[Image:DShK | [[Image:DShK original.jpg|thumb|none|500px|DShK - 12.7x108mm]] | ||
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]] | [[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]] | ||
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]] | [[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]] | ||
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[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]] | [[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]] | ||
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]] | [[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]] | ||
[[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted DShK in Tell.]] | [[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted [[DShK]] in Tell.]] | ||
==Weapon Cache== | ==Weapon Cache== |
Latest revision as of 14:34, 2 October 2023
|
Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc; while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:
- Rifleman, the backbone of the team armed with assault rifles and battle rifles.
- Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
- Advisor, who has access to exotic guns and optics from the opposing faction.
- Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.
- Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.
- Gunner, who provides suppressive fire with machine guns.
- Observer, who carries a radio to allow the Commander to call in fire support.
- Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.
The following weapons appear in the video game Insurgency: Sandstorm.
Handguns
Beretta M9
A staple sidearm of the series, the Beretta M9 is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation Exodus, the M9 along with other handguns have access to unmagnified optics.
Browning Hi-Power
Making its way from Day of Infamy, the Browning Hi-Power is another Insurgents' sidearm. It costs 1 supply point.
Colt M1911A1
The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.
Colt M45A1
The Colt M45A1 replaces the M45 from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of Sandstorm. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.
Glock 17
A tan-framed Glock 17 is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the Glock 19M. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX chambered in .50 Action Express was added in Update 1.10 Operation Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.
Makarov PM
The Makarov PM is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.
Manurhin MR-73
The Manurhin MR-73 was added in Update 1.10 Operation Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25" barrel which can be extended into 8" by choosing the "Sniper Barrel", which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed "CT Scope") in 2.5x magnification, suppressor, and bipod. Also available is the "Cheapo Suppressor" made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25" barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.
SIG-Sauer P226 MK25
Also usable by the Security forces is a SIG-Sauer P226 MK 25 with a threaded barrel, distinguishing it from the standard railed P226 is the presence of a MIL-STD 1913 rail instead of the proprietary one. It appears under its British Army designation of L106A1, which is incorrect for the type as the P226 in British service is designated as either the L105A2 or L106A2. It costs 2 supply points.
Tariq
The Tariq, an Iraqi clone of the Beretta M1951, is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.
Welrod Mark II
Update 1.7 Operation Nightfall adds the Mark II Welrod from Day of Infamy; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.
Submachine Guns
Heckler & Koch MP5A2
The First Major Content Update added in two variants of the MP5 submachine gun. The Insurgents received the older MP5A2 variant for the Breacher class, which features the early "slimline" handguard and "waffle" magazine. It costs 3 supply points.
Heckler & Koch MP5A5
The First Major Content Update provided Security's Breacher class with the MP5A5, costing 3 supply points.
Heckler & Koch MP5SD6
When fitted with a suppressor, Security's MP5A5 turns into an MP5SD6.
Heckler & Koch MP7A1
A popular community weapon from the previous game, the Heckler & Koch MP7A1 makes an official appearance in Sandstorm. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a MP7A2. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.
IMI Uzi
The IMI Uzi also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the MP40 with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in Battlefield Hardline replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.
M3 Grease Gun
The M3 Grease Gun makes its return from Day of Infamy in Update 1.7 Operation Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the "Advanced Suppressor" modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.
P90 Tactical / USG
The P90 Tactical / USG was added in Update 1.11 Operation Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called "Factory Circle", and "Factory Dot", and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.
Sterling Mk. 4
The Sterling Mk. 4 returns from the previous game in Update 1.7 Operation Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.
Sterling Mk. 5
When equipping a suppressor, the Sterling Mk. 4 will turn into a Sterling Mk. 5 with Sterling-Hatchett integral suppressor.
TDI Vector
The TDI Vector is the SMG added in Update 1.11 Operation Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.
Assault Rifles
"Alpha AK"
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points. It features a 12.4" AK-104 barrel, Zenitco B-30 handguards, a TWS railed dust cover, Magpul MOE+ AK pistol grip, golden ATK trigger and Tromix extended charging handle. The receiver is not an exact AK-100 series variant, as it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter. As of Update 1.12 Operation Glasshouse, it uses steel AKM magazines by default which can be replaced with polymer 7.62x39mm AK magazines by equipping custom skins.
AK-74N
The AK-74N returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
AKMN
The AKMN with a standard fixed stock replaces the folding stock AKMS from the previous game. Like the rest of the AKs, it is modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.
AKS-74UN
The AKS-74U returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.
AS Val
The AS Val was added in Update 1.7 Operation Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.
Enfield L85A2
The L85A2 is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation Cold Blood. It costs 4 supply points.
FAMAS F1
The FAMAS F1 was added in Update 1.8 Operation Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.
Heckler & Koch G36K
Another popular weapon mod from the previous game, the Heckler & Koch G36K is one of the primary weapons available for the Security forces. Since Update 1.9 Operation Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the "CH Sight" with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.
HS Produkt VHS-D2
The HS Produkt VHS-D2 was added in Update 1.3 as the VHS-2 for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.
IMI Galil SAR
Update 1.4 added IMI Galil SAR from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.
M16A2
The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the "A2 Scope" in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
M16A4
The M16A4 returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the "Flat Top" attachment for clearer view when using unmagnified optics.
M4A1
The M4A1 makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.
Mk 18 Mod 1
The Mk 18 Mod 1 replaces the Mk 18 Mod 0 from the original game, appearing as the Mk. 18 CQBR. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the Daniel Defense MK18 (with appropriate DDMK18 markings on the left side of the receiver).
QBZ-03
An interesting choice alongside Security's VHS-2, the Insurgents get access to the QBZ-03, specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the "Type 03 Scope".
QBZ-97
The QBZ-97 was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.
QTS-11
The QTS-11 was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes for 4 supply points. It features an unique adjustable "Type 11 Scope" which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.
Q Honey Badger
The Q Honey Badger is the subsonic assault rifle in the Update 1.7 Operation Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.
SIG SG 552
A SG 552 has been introduced with Update 1.14, available as part of the regular assault rifle and carbine loadouts for Insurgents. It uses 20-round magazines by default, and costs 2 supply points.
Steyr AUG A3
Update 1.8 Operation Breakaway brought the Steyr AUG A3 as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the "A1 Scope", and "A3 Scope" in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found on Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.
Battle Rifles
Desert Tech MDR
As of Update 1.14, the Desert Tech MDR is available as a high tier battle rifle in the regular rifles for Security, at six supply points. It is chambered in the standard 7.62x51mm NATO configuration, and has automatic and semi-automatic firemodes.
FN FAL
The FN FAL makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.
FN SCAR-H CQC
Available for the Security's Advisor class, the FN SCAR-H makes its official debut in Sandstorm as the Mk. 17 Mod 0. It costs 3 supply points.
IWI US Galil GAR1651
A 7.62x51mm Galil ACE was added in Update 1.6 as the "ACE 52", available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. Despite ostensibly being the Israeli mil-spec Galil ACE N 52 (with STANAG-like rather than AK-like magwell), the in-game weapon is actually an American civilian 7.62x51mm variant, the ACE GAR1651, distinguished by its side-folding stabilizing brace adapter. While the pre-release version features the (correct) civilian two-position selector, the release version gained a three-position selector switch like the military models.
IWI Tavor 7
Update 1.6 added the IWI Tavor 7, serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.
Heckler & Koch G3A3
The Heckler & Koch G3A3 officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.
M1 Garand
The M1 Garand returns from Day of Infamy for the Insurgents' Marksman class in Update 1.9 Operation Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur "Garand thumb". Ouch.
M1C Garand
When equipping M82 scope which is referred to as "M1C Scope" in 2.5x magnification, the M1 Garand will turn into M1C Garand.
SKS-D
The SKS-D returns from the previous game. It has a standard length barrel with unusable "pig sticker" bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points. Its default 20-round magazines can be scavenged and loaded into the 7.62x39 AKs.
Machine Guns
IMI Galil ARM
The IMI Galil ARM returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.
M60E6
As of Update 1.13, the M60E6 is available for the Security, for 3 supply points. It uses 50-round belt boxes by default, though these last a bit longer in comparison to the M240B and MG3 thanks to the M60's relaxed rate-of-fire. 100-boxes can be equipped as an upgrade.
M240B
The M240B GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.
M249-E2 SAW
The M249 is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.
MG3
The MG3 was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.
PKM
The PKM makes its long-awaited arrival to the series in Sandstorm. It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.
RPK
Returning from the previous game, the RPK is introduced with Update 1.13. This time it masquerades as the slightly updated RPKM/RPK-203 variant, appearing under the latter designation. It uses regular 30-round steel AK magazines by default, with the same extended 40 and 75-round drums from the other AKs as upgrades. It has a price of 3 supply.
Shotguns
Kel-Tec KSG
The Kel-Tec KSG (specifically the Gen 2 version) was added in 1.12 Operation Glasshouse for the Security's Breacher class, costing 4 supply points. It is accurately depicted as having two separate magazine tubes which hold seven rounds each, rather than having a single tube that holds 14 rounds like in many other video games. By default, the left tube is selected for loading which can be switched manually by double pressing reload key or being switched automatically after emptying a tube tube.
Knight's Armament Masterkey
The Knight's Armament Masterkey is the underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.
KS-23M
The KS-23M was added in Update 1.12 Operation Glasshouse, serving as the counterpart of the KSG for the Insurgents' Breacher class for 2 supply points. It is referred to as KS-23 in-game; and so far, the only shotgun chambered in 23x75mm R (equivalent to 4 gauge). Like other shotguns, it can be equipped with the SilencerCo Salvo 12 suppressor (referred to as the "Salvo 4"), despite said suppressor only available in 12 gauge.
M26 Modular Accessory Shotgun System
The M26 Modular Accessory Shotgun System is the second underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.
Remington 870
The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.
TOZ-194
Also returning from the 2014 Insurgency is the Russian TOZ-194 pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.
Sniper Rifles/Anti-Materiel Rifles
Barrett M107CQ
The Barrett M107CQ first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the "M82A1 CQ" in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the "M82A1".
Izhmash SVD Dragunov
The SVD Dragunov is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
Knight's Armament M110 SASS
The Knight's Armament M110 SASS was added in Update 1.9 Operation Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed "DOS Scope" which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.
Mk 14 Mod 1 Enhanced Battle Rifle
The Mk. 14 Mod 1 EBR makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.
Mosin Nagant 1891/30
The Mosin Nagant costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.
Remington M24
The Remington M24 makes its way into the game, replacing the old M40A1. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.
Zijiang M99
The Chinese M99 anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
Grenade Launchers/Rifle Grenade Launchers
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.
GP-25
The GP-25 is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation Breakaway, it can be turned into makeshift underbarrel shotgun called the "Buckshot Launcher" with improvised 40mm buckshot shells for 2 supply points.
Heckler & Koch AG36
The AG36 is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.
HS Produkt VHS-BG
The HS Produkt VHS-BG is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.
M203 Grenade Launcher
The M203 grenade launcher is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.
M203A2 Grenade Launcher
The M203A2 grenade launcher is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.
M7 Rifle Grenade Launcher
The M7 rifle grenade launcher is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.
RM Equipment M203PI
The RM Equipment M203PI is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.
Steyr GL 40
The Steyr GL 40 is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.
Type 91 Grenade Launcher
The Type 91 grenade launcher, specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the "Buckshot Launcher" with improvised 35mm buckshot shells for 2 supply points.
Rocket Launchers/Missile Launchers/Recoilless Guns
Carl Gustav M3
The Carl Gustav M3 is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as M3 MAAWS.
M136 AT4
Another veteran from the previous game, the M136 AT4 is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.
Panzerfaust 3
The Panzerfaust 3 is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.
RPG-7
The RPG-7 returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.
Grenades and Explosives
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.
F-1 Grenade
The F-1 hand grenade returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.
M112 C4 Demolition Pack
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable "C-4" consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 "clacker" switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.
M18 Smoke Grenade
The M18 smoke grenade returns from the previous game for both teams which is incorrectly referred as M83 Smoke. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.
M19 anti-tank mine
The M19 anti-tank mine is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.
M67 Hand Grenade
The M67 hand grenade returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.
M84 Stun Grenade
The M84 stun grenade returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.
TM-62 anti-tank mine
The TM-62 anti-tank mine serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.
Mounted Weapons
AGM-114 Hellfire ATGM
Security's AH-64 Apache (callsign "Assassin") is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.
Browning M2HB
The Browning M2HB appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.
DShK heavy machine gun
The DShK is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the 30mm Cannon, instead of the accurate M230 Chain Gun.
General Dynamics GAU-19/A
The GAU-19/A is mounted on Security's UH-60 Blackhawk (callsign "Cleric"), where it is used by the door gunners. The gun also ejects spent casings when firing.
General Electric GAU-8/A Avenger
The GAU-8/A Avenger is mounted on Security's A-10 Thunderbolt II (callsign "Warlock"). Warlock will strafe a marked area perpendicular to the Commander's line of sight.
Other
Ammo Crate
The ammo crate can be used to fully restore player's gear and health.
Graffiti
Weapon Cache
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.