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{{ | {{Infobox Video Game|{{PAGENAME}} | ||
|name = Soldier of Fortune: Payback | |||
|picture = Sofpayback.jpg | |||
|caption = Official Box Art | |||
|series= Soldier of Fortune | |||
|date= 2007 | |||
|developer=Cauldron HQ | |||
|platforms=PC<br>Playstation 3<br>Xbox 360 | |||
|publisher= Activision | |||
|genre=First-Person Shooter | |||
}} | |||
'''''Soldier of Fortune: Payback''''' is a first-person shooter video game, the third in the ''[[Soldier of Fortune]]'' series. The game was released in 2007 by Activision for the PC, X360 and PS3 platforms and it was immediately banned in Germany due to the high level of violence and dismemberment. | |||
'''The following weapons appear in the video game ''Soldier of Fortune: Payback'':''' | '''The following weapons appear in the video game ''Soldier of Fortune: Payback'':''' | ||
__TOC__<br clear=all> | |||
= Handguns = | |||
Most single-wield Handguns can have the "secondary fire" button pressed to have Mason hold the pistol with two hands, this will cause the screen to zoom in slightly and reduce visual recoil when firing. | |||
Handguns also have a special third reload animation, if the player completely empties the handgun's magazine, then holsters the pistol, Mason will hit the slide release off-screen after holstering the pistol, when brought out again, Mason will reload the pistol with a unique animation for racking the slide, as the slide is already forwards, a few of the primrary weapons also have these hidden third reload animations. | |||
The | == Beretta Px4 Storm == | ||
The [[Beretta Px4 Storm]] appear as ''M.40'' in the game. It is fairly accurate with moderate damage. Holds 20 rounds and can be fitted with a sound suppressor. Using it in Akimbo mode can be very effective because it maintains the good accuracy and many bad guys can be neutralized before the 20+20 rounds run out. | |||
[[Image:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm, .40 S&W or .45 ACP]] | |||
[[Image:SOFP-PX4-1.jpg|thumb|none|600px|The Px4 Storm during weapon selection. Note the absence of the ejection port and the larger hammer.]] | |||
[[Image:SOFP-PX4-2.jpg|thumb|none|600px|Mason reloads his Px4 Storm.]] | |||
[[Image:SOFP-PX4-3.jpg|thumb|none|600px|Mason takes aim with his Px4 Storm.]] | |||
== | ==Colt Rail Gun== | ||
The | The [[Colt XSE|Colt Rail Gun]] appears in the game erroneously as the ''1991A1'' (The M1991A1 is a parkerized Series 80). It carries 10 rounds with no signs of an extended magazine. Can be wielded in "Akimbo" but cannot equip a suppressor. | ||
[[Image:ColtRailGun.jpg|thumb|none|350px|Colt Rail Gun - .45 ACP]] | |||
[[Image:SOFP-1911-2.jpg|thumb|none|600px|The Colt Rail Gun during weapon selection.]] | |||
[[Image:SOFP-1911-1.jpg|thumb|none|600px|Mason reloads his pistol.]] | |||
[[Image:SOFP-1911-3.jpg|thumb|none|600px|Mason dual-wields two pistols.]] | |||
[[Image:SOFP-1911-4.jpg|thumb|none|600px|Drawing animation of the pistols.]] | |||
[[Image: | == Glock 19 (converted) == | ||
The [[Glock 19]] is shown as a fully automatic machine pistol in the game. It is called ''18C2'' (obviously referring to the [[Glock 18]]) and can also be wielded in an akimbo fashion.<br> | |||
Although, the Glock 19 is not offered in automatic form by the manufacturer, it can be easily converted to fire fully automatic. Since the player's character is a heavily trained mercenary, it should be expected from him to be able to make the conversion. | |||
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 3rd Generation - 9x19mm]] | |||
[[Image:SOFP-G19-1.jpg|thumb|none|600px|The G19 during weapon selection.]] | |||
[[Image:SOFP-G19-2.jpg|thumb|none|600px|Mason reloads his converted Glock 19. Note odd slide serrations.]] | |||
[[Image:SOFP-G19-3.jpg|thumb|none|600px|Mason reloads his dual G19's.]] | |||
[[Image: | == Heckler & Koch Mark 23 == | ||
One of the starting pistols in the game is the [[Heckler & Koch Mark 23]]. It is called ''Mk23'' in the game and carries 12 rounds. Can be modified with a suppressor and the dual-wield can be unlocked later. | |||
[[Image:Mk23.jpg|thumb|none|300px|H&K Mark 23 Mod 0 - .45 ACP]] | |||
[[Image:SOFP-MK23-1.jpg|thumb|none|600px|The Mark 23 during weapon selection.]] | |||
[[Image:SOFP-MK23-2.jpg|thumb|none|600px|Mason with two Mark 23 pistols.]] | |||
[[Image:SOFP-MK23-3.jpg|thumb|none|600px|Mason reloads his Mark 23.]] | |||
[[Image:SOFP-MK23-4.jpg|thumb|none|600px|Drawing the dual pistols.]] | |||
[[Image:SOFP-MK23-5.jpg|thumb|none|600px|Mason holds a suppressed Mark 23.]] | |||
[[Image:SOFP-MK23-6.jpg|thumb|none|600px|Mason uses both hands after a quick press of the secondary fire key.]] | |||
== | == IMI/Magnum Research Desert Eagle Mark VII == | ||
The | The [[Desert Eagle#Desert Eagle Mark VII|Desert Eagle Mark VII]] appears as ''.50AE'' in the game suggesting that it was modeled after the [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX]] but it lacks the scope rails above the barrel. Despite this, it is still the most powerful handgun in the game but holds only 7 rounds (as the Mark XIX would). Can be dual-wielded for increased firepower. | ||
[[Image: | Mason can't use it with two hands to reduce accuracy unlike most pistols, he insists on firing the handcannon one-handed. | ||
[[Image:DesertEagle357Black.jpg|thumb|none|300px|IMI/Magnum Desert Eagle Mark VII - .357 Magnum]] | |||
[[Image:SOFP-DESERT-2.jpg|thumb|none|600px|The Desert Eagle during weapon selection.]] | |||
[[Image:SOFP-DESERT-3.jpg|thumb|none|600px|Note the absence of the scope rails denoting the pistol as a Mark VII.]] | |||
[[Image:SOFP-DESERT-4.jpg|thumb|none|600px|The slide locks back as the pistol runs out.]] | |||
[[Image:SOFP-DESERT-1.jpg|thumb|none|600px|Mason reloads his dual Desert Eagles.]] | |||
== Metal Storm VLE == | == Metal Storm VLE == | ||
Perhaps the first game ever to feature Metal Storm's | Perhaps the first game ever to feature Metal Storm's concept prototype firearm, the [[Metal Storm VLE|VLE]] (Variable Lethality Law Enforcement) pistol. The weapon is a burst firing weapon, firing 3 rounds at a time. The weapon uses the barrels as the firearm mechanism and reloads by extracting the used barrels and inserting new one's containing the ammunition. Despite these differences, the weapon is quite powerful yet horribly slow to reload, as each barrel must be replaced to a total of 4 barrels. The weapon holds 18 rounds and appears as ''ALX'' in the game. | ||
[[Image: | Like the Desert Eagle, the Alyx cannot be used with a two-handed grip. | ||
[[Image:Fwvle.jpg|thumb|none|400px|Metal Storm VLE concept image - 9mm and 15mm less-lethal pre-loaded barrels]] | |||
[[Image:SOFP-VLE-1.jpg|thumb|none|600px|The VLE during weapon selection.]] | |||
[[Image:SOFP-VLE-2.jpg|thumb|none|600px|Mason holds the VLE.]] | |||
[[Image:SOFP-VLE-3.jpg|thumb|none|600px|Mason reloads the VLE what is indeed a slow process.]] | |||
[[Image: | == Taurus Raging Bull == | ||
The [[Taurus Raging Bull]] chambered in .454 Casull is the only revolver featured in the game labeled simply as ''.454''. Perhaps the most powerful sidearm in the game and is super accurate. Despite using .454 Casull Ammunition, the weapon, like the Desert Eagle has relatively low recoil for a gun of it's caliber and as such, it's unrealistically different from the real firearm. It carries 5 rounds in the cylinder but cannot be wielded akimbo. Despite clearly being a Raging Bull, it does not have a ventilated barrel rib. | |||
[[Image:Rb1.jpg|thumb|none|400px|Taurus Raging Bull - .454 Casull]] | |||
[[Image:SOFP-BULL-1.jpg|thumb|none|600px|The Raging Bull during weapon selection.]] | |||
[[Image:SOFP-BULL-2.jpg|thumb|none|600px|Mason holds the Raging Bull.]] | |||
[[Image:SOFP-BULL-3.jpg|thumb|none|600px|Mason reloads his revolver using a speedloader.]] | |||
= Shotguns = | = Shotguns = | ||
== Benelli M4 Super 90 == | |||
The [[Benelli M4 Super 90]] combat shotgun is labeled as the ''M1014'' in the game, which is the USMC designation of the weapon in reality. It is a powerful semi-automatic shotgun. It carries 6 rounds and has much better range compared to the other shotguns and to benefit that, it is capable of being attached with either a reflex sight, EOTech Holographic sight (which is even renamed to a "Collimeter sight") and a Aimpoint red dot sight. | |||
[[Image:M4Super90.jpg|thumb|none|400px|Benelli M4 Super 90 - 12 gauge]] | |||
[[Image:SOFP-M4S90-4.jpg|thumb|none|600px|The M4 Super 90 during weapon selection. Note that it is modeled with a 4-shot tube, although it holds (incorrectly) 6 shells.]] | |||
[[Image:SOFP-M4S90-1.jpg|thumb|none|600px|Mason holds an M4 Super 90 he took from an arm lying on the ground.]] | |||
[[Image:SOFP-M4S90-2.jpg|thumb|none|600px|Reloading the M4 Super 90.]] | |||
[[Image:SOFP-M4S90-3.jpg|thumb|none|600px|An M4 Super 90 modified with an Aimpoint scope.]] | |||
== Mossberg 590 Compact Cruiser == | == Mossberg 590 Compact Cruiser == | ||
The [[Mossberg 500 series shotgun#Mossberg 590 Cruiser / 590 Compact Cruiser|Mossberg 590 Compact Cruiser]] is featured in the game as the standard pump-action shotgun firing 12 gauge 00 Buckshots. The Mossberg 590 Compact Cruiser is named the ''CAWS-90'' and appears with a non-removable Advanced Technology (ATI) shotgun foregrip. Despite the look of the recoil, the weapon can be fired rather quickly perhaps due to the handgrip. It incorrectly holds 7 shells and cannot be modified. | |||
This weapon is infamously used by enemies in the last 3 missions, where enemies get an absurd damage boost, (Enemies on Easy kill the player faster than they do on the rest of the game on Normal.) to the point where the "CAWS-90" can instantly kill the player on Normal and kill them if they have sustained any damage beforehand on Easy. | |||
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 "Compact Cruiser" - 12 Gauge]] | |||
[[Image:SOFP-MOSS-1.jpg|thumb|none|600px|The M590 Compact Cruiser during weapon selection. Note the ATI shotgun foregrip.]] | |||
[[Image:SOFP-MOSS-2.jpg|thumb|none|600px|The Mossberg 590 in the game.]] | |||
[[Image:SOFP-MOSS-3.jpg|thumb|none|600px|Mason reloads the M590 Compact Cruiser]] | |||
[[Image: | == NeoStead 2000 == | ||
The [[NeoStead 2000 Shotgun]] is labeled as the ''CQC.729'' in Payback. It opts for a dual feed system, 6 shots to a single tube totaling to 12 shots in total, making it the largest capacity shotgun in the game. Despite being labeled and designed as a 12 gauge, the shells being reloaded appear to be the same size as a .410 shotgun shell yet it still remains incredibly powerfull. | |||
[[Image:Neostead.jpg|thumb|none|400px|The Neostead 2000 Shotgun, 12 gauge.]] | |||
[[Image:SOFP-2000-1.jpg|thumb|none|600px|The NeoStead 2000 during weapon selection.]] | |||
[[Image:SOFP-2000-2.jpg|thumb|none|600px|Mason holds the NS2000.]] | |||
[[Image:SOFP-2000-3.jpg|thumb|none|600px|Reloading the NS2000.]] | |||
= | = Submachine Guns = | ||
Like the Pistols, all submachine guns with a foregrip can have the "secondary fire" button pressed to have Mason use the foregrip, this will cause the screen to zoom in slightly and reduce hipfire recoil. | |||
== Agram 2000 == | |||
[[ | The [[Beretta M12#Agram 2000|Agram 2000]] (which is a Croatian submachine gun based on the [[Beretta M12]]) appears as ''AMP-9'' in the game. It can be fitted with a suppressor, but cannot be dual-wielded. Also incorrectly holds 30 rounds, while the real weapon accepts 22- or 32-round magazines. | ||
[[Image:AGRAM2000.jpg|thumb|none|400px|Agram 2000 - 9x19mm]] | |||
[[Image:SOFP-A2000-1.jpg|thumb|none|600px|The Agram 2000 during weapon selection. Note the chopped foregrip and the missing vent holes on the barrel.]] | |||
[[Image:SOFP-A2000-2.jpg|thumb|none|600px|Mason with the Agram 2000.]] | |||
[[Image:SOFP-A2000-3.jpg|thumb|none|600px|Reloading the Agram 2000.]] | |||
[[Image:SOFP-A2000-4.jpg|thumb|none|600px|Mason about to switch to burst mode on his suppressed Agram 2000.]] | |||
[[Image:SOFP-A2000-5.jpg|thumb|none|600px|Mason uses the foregrip on his suppressed Agram 2000.]] | |||
[[Image: | |||
[[Image: | |||
[[Image: | |||
[[Image: | == FN P90 Tactical == | ||
The [[FN P90|P90 Tactical]] (not to be confused with P90TR) appears in the game as ''P90''. A Reflex, Red Dot, and EOTech sight can be mounted to the weapon along with a suppressor. | |||
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - 5.7x28mm]] | |||
[[Image:SOFP-P90TR-1.jpg|thumb|none|600px|The P90 Tactical during weapon selection.]] | |||
[[Image:SOFP-P90TR-4.jpg|thumb|none|600px|Weirdly, the player can press the secondary fire key to "use" the weapon's foregrip, despite the fact Mason is clearly already holding it and there's no animation for it, the screen just zooms in like with pistols/foregrip equipped weapons.]] | |||
[[Image:SOFP-P90TR-2.jpg|thumb|none|600px|The P90 Tactical with red dot sight.]] | |||
[[Image:SOFP-P90TR-3.jpg|thumb|none|600px|Mason reloads his P90 Tactical.]] | |||
[[Image:SOFP-P90TR-5.jpg|thumb|none|600px|Mason switches his P90 Tactical to burst.]] | |||
[[Image:SOFP-P90TR-6.jpg|thumb|none|600px|And back to Full Auto.]] | |||
[[Image: | == Heckler & Koch MP5SD2 == | ||
[[Image: | The [[MP5SD|H&K MP5SD2]] appears as "MP5SD5" in the game. It lacks the 3-round burst option on the selector, but fires in 3-round burst instead of semi-auto. The H&K MP5SD2 can be modified with either a reflex sight, Holographic sight or red dot sight. | ||
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler & Koch MP5SD2 - 9x19mm]] | |||
[[Image:SOFP-MP5-4.jpg|thumb|none|600px|The MP5SD2 during weapon selection.]] | |||
[[Image:SOFP-MP5-2.jpg|thumb|none|600px|Mason holds his newly acquired MP5SD2.]] | |||
[[Image:SOFP-MP5-1.jpg|thumb|none|600px|Mason reloads his MP5SD2. Note the selector's position and the 3-round burst icon on the HUD.]] | |||
[[Image:SOFP-MP5-5.jpg|thumb|none|600px|Mason racks the cocking-handle while reloading the MP5SD2.]] | |||
== | == Heckler & Koch MP7 Hybrid== | ||
The [[Heckler & Koch MP7]] is one of the initial starting submachine gun's in the game. It appears to be a hybrid of several different guns: it has the hump in front of the top rail which is a mount for a detachable front sight of the 4th PDW prototype, the thicker curved butt pad of the original pre A1 model MP7, and the pistol grip texture of the MP7A1. It holds 40 rounds and offers extreme accuracy. Despite this, the weapon is not very powerful in the game, often taking several shots to down a single foe on the harder difficulties. It can incorrectly fire in 3-round burst mode instead of the semi-auto.<br> | |||
The MP7 can be modified with a suppressor, reflex sight, holographic sight and red dot sight. It can also be wielded in Akimbo. Appears in the game as the ''PDW-7''. | |||
[[File:MP7 4th prototype.jpg|thumb|none|400px|Heckler & Koch PDW (4th prototype) - 4.6x30mm]] | |||
[[File:Original MP7.jpg|thumb|none|400px|Heckler & Koch MP7 - 4.6x30mm]] | |||
[[File:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 - 4.6x30mm]] | |||
[[Image:SOFP-MP7-1.jpg|thumb|none|600px|The hybrid MP7 during weapon selection.]] | |||
[[Image:SOFP-MP7-2.jpg|thumb|none|600px|Mason holds two MP7 submachine guns while entering the enemy camp.]] | |||
[[Image:SOFP-MP7-3.jpg|thumb|none|600px|Mason reloads his suppressed MP7 fitted with a EOTech 552 holographic sight.]] | |||
[[Image:SOFP-MP7-4.jpg|thumb|none|600px|Mason holds a single MP7.]] | |||
[[Image:SOFP-MP7-5.jpg|thumb|none|600px|Mason unfolds the foregrip of the MP7.]] | |||
== KBP Instrument Design Bureau PP-2000 == | |||
The [[PP-2000]] submachine gun appears as ''SR-2007'' in the game. The sound suppressor is the only available attachment for this weapon. | |||
[[Image:pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]] | |||
[[Image:SOFP-PP2000-1.jpg|thumb|none|600px|The PP-2000 during weapon selection. Note the customized wire stock.]] | |||
[[Image:SOFP-PP2000-2.jpg|thumb|none|600px|The PP-2000 in Mason's hands.]] | |||
[[Image:SOFP-PP2000-3.jpg|thumb|none|600px|Reloading the PP-2000.]] | |||
[[Image: | == TDI Vector == | ||
The [[TDI Vector]] is one of the first selectable weapons in the game. It is modeled after the prototype of the weapon, noted by the different stock and the fact that the game was released in 2007, one year after the appearance of the very first prototype.<br> | |||
Although the prototype had a rate of fire of 1500 rounds per minute, the one in the game fires so slowly that even a bolt-action rifle would beat it. The weapon also incorrectly holds 28 rounds. Can be fitted with suppressor and various sights. Referred to as ''SV.45ACP''. | |||
[[Image:Krisssuperv.jpg|thumb|none|400px|TDI Vector Prototype - .45 ACP]] | |||
[[Image:SOFP-VECTOR-1.jpg|thumb|none|600px|The Vector during weapon selection.]] | |||
[[Image:SOFP-VECTOR-4.jpg|thumb|none|600px|A TDI Vector fitted with reflex scope.]] | |||
[[Image:SOFP-VECTOR-3.jpg|thumb|none|600px|Mason changes the rate of fire on his Vector.]] | |||
[[Image:SOFP-VECTOR-2.jpg|thumb|none|600px|Mason reloads his Vector.]] | |||
= Assault Rifles = | = Assault Rifles / Battle Rifles= | ||
== | Like the previously mentioned Pistols and Submachine Guns, the player must press the secondary fire key to have Mason actually use any attached foregrips. | ||
the | == Colt Model 901 == | ||
The [[M16A4|Colt Model 901]] appears as the "M16A3", and is incorrectly capable of full-auto and 3-round burst fire (the real weapon can only switch between full-auto and semi-auto). | |||
While it does appear with a carrying handle and rear sights if brought into a mission without a scope, versions of the weapon dropped by enemies appear without the carrying handle or back-up rear sights. | |||
It can be modified with grip, [[M203]] grenade launcher, various sights and suppressor. | |||
[[File:R0901.jpg|thumb|none|400px|Colt Model 901 - 5.56x45mm NATO]] | |||
[[Image:SOFP-M16A4-3.jpg|thumb|none|600px|The M16A3 during weapon selection.]] | |||
[[Image:SOFP-M16A4-5.jpg|thumb|none|600px|The M16A3 in the game with the rear sight.]] | |||
[[Image:SOFP-M16A4-1.jpg|thumb|none|600px|The M16A3 in the game. Mason is very experienced, he doesn't need the rear sight.]] | |||
[[Image:SOFP-M16A4-2.jpg|thumb|none|600px|An M16A3 with ACOG and M203.]] | |||
[[Image:SOFP-M16A4-4.jpg|thumb|none|600px|Something only in video games could happen: Mason switches his M16 to full-auto from 3-round burst. The grip is not very effectively mounted also.]] | |||
[[ | == JP Enterprises LRP-07 == | ||
The [[JP Enterprises LRP-07]] appears as the ''CAR-12'' in the game. Holds 20 rounds and fires in semi-auto only. The normally slotted handguard of the LRP-07 is solid on the game model. | |||
[[File:JPE LRP 07.jpg|thumb|none|400px|JP Enterprises LRP-07 - 7.62x51mm NATO]] | |||
[[Image:SOFP-AR10-1.jpg|thumb|none|600px|The LRP-07 during weapon selection.]] | |||
[[Image:SOFP-AR10-2.jpg|thumb|none|600px|An LRP-07 with suppressor and EOTech holo-sight.]] | |||
[[Image:SOFP-AR10-3.jpg|thumb|none|600px|An LRP-07 being reloaded by Mason.]] | |||
[[Image:SOFP-AR10-4.jpg|thumb|none|600px|LRP-07 with red dot scope.]] | |||
[[Image: | |||
[[Image: | |||
== FN SCAR-L == | == FN SCAR-L == | ||
The [[FN SCAR|SCAR-L]] appears as the ''TCW-L'' in the game and is fitted with an [[M16]]-style buttstock. It can be modified with [[FN EGLM|MK13 Mod 0 grenade launcher]], fore-grip, various sights and suppressor. Fires only in full-auto. | |||
[[Image:FN SCAR-L (Standard).jpg|thumb|none|400px|FN SCAR-L - 5.56x45mm NATO]] | |||
[[Image: | [[Image:SOFP-SCARL-1.jpg|thumb|none|600px|The SCAR-L during weapon selection.]] | ||
[[Image:SOFP-SCARL-2.jpg|thumb|none|600px|Mason holds the SCAR-L fitted with a red dot scope.]] | |||
[[Image:SOFP-SCARL-3.jpg|thumb|none|600px|Mason reloads his SCAR-L modified with MK13 Mod 0 grenade launcher and red dot scope.]] | |||
[[Image:SOFP-SCARL-4.jpg|thumb|none|600px|SCAR-L fitted with grip and ACOG.]] | |||
== FN SCAR-H == | == FN SCAR-H == | ||
The [[MK 17|FN SCAR-H]] appears as ''TCW-H'' in the game. It offers better stopping power than the "Light" version, but holds only 20 rounds. It can be modified with reflex scope, Holographic sight, red dot scope, electro-optical sight, ACOG, rifle scope and foregrip but cannot accept a sound suppressor, nor a grenade launcher. | |||
[[Image:FN SCAR-H STD.jpg|thumb|none|400px|FN SCAR-H STD - 7.62x51mm NATO]] | |||
[[Image: | [[Image:SOFP-SCARH-2.jpg|thumb|none|600px|The SCAR-H during weapon selection.]] | ||
[[Image:SOFP-SCARH-1.jpg|thumb|none|600px|The SCAR-H without any attachments. Strangely there are no iron sights on the rifle by default. But when Mason equips a precision sight, the iron sights appear flipped-down.]] | |||
[[Image:SOFP-SCARH-3.jpg|thumb|none|600px|A SCAR-H being reloaded by Mason.]] | |||
[[Image: | |||
== | == Heckler & Koch G36KV == | ||
The [[G36K|G36KV]] is the first assault rifle the player can select along with the [[AK-47]]. Can be modified with grip, [[M203]] grenade launcher (which is incorrect and odd, since the AG36 is available in the game), reflex sight, holographic sight, ACOG, rifle scope, red dot scope and suppressor. It incorrectly fires in 3-round burst mode, while in real life only the 2-round burst mode can be present on some special models. Appears as ''G36E'' in the game. | |||
[[Image:HKG36KR.jpg|thumb|none|400px|H&K G36KV - 5.56x45mm NATO]] | |||
[[Image:G36 SEF lower.jpg|thumb|none|400px|H&K G36K with SEF lower - 5.56x45mm NATO]] | |||
[[Image:SOFP-G36KV-1.jpg|thumb|none|600px|The G36KV during weapon selection. G36E is actually the export version of the G36, now known as the G36V.]] | |||
[[Image:SOFP-G36KV-2.jpg|thumb|none|600px|Mason reloads his G36KV fitted with grip and rifle scope. The G36KV is modeled with a SEF lower, or should we say "FES" as the letters are in the wrong order. A similar G36K can be seen in the game ''[[G.R.A.W.]].'']] | |||
[[Image:SOFP-G36KV-3.jpg|thumb|none|600px|Mason about to use the selector on the rifle.]] | |||
[[Image:SOFP-G36KV-5.jpg|thumb|none|600px|Mason holding a G3KV without using the foregrip.]] | |||
[[Image:SOFP-G36KV-4.jpg|thumb|none|600px|Mason using the attached foregrip.]] | |||
[[Image: | == Heckler & Koch HK416 == | ||
The [[HK416]] can be modified with [[AG36]] grenade launcher, foregrip, various sights and suppressor. Like many other weapons in the game, it incorrectly fires in 3-round burst mode instead of the semi-auto.<br> | |||
Appears as the ''516'' in ''Payback''. | |||
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10" barrel - 5.56x45mm NATO]] | |||
[[File:AG416 on HK416 D10RS.jpg|thumb|none|400px|Heckler & Koch HK416 D10RS fitted with Heckler & Koch AG416 grenade launcher - 5.56x45mm / 40x46mm]] | |||
[[Image:SOFP-HK416-1.jpg|thumb|none|600px|The HK416 during weapon selection.]] | |||
[[Image:SOFP-HK416-2.jpg|thumb|none|600px|Mason reloads his HK416 fitted with a suppressor, a Holographic sight and vertical foregrip.]] | |||
[[Image:SOFP-HK416-3.jpg|thumb|none|600px|Mason switches the fire mode to 3-round burst.]] | |||
== Heckler & Koch XM8 == | |||
The [[XM8]] appears as the ''XAR-4'' and is a PS3/Xbox 360 exclusive weapon. It cannot be used in the PC version, only accessible with mods. An XM8 with M203 can be seen in Miller's hands during the first mission.<br> | |||
The XM8 can be fitted with various precision sights, a suppressor, and, incorrectly, the [[M203]] grenade launcher. | |||
[[Image:XM8.JPG|thumb|none|400px|Heckler & Koch XM8 Prototype Assault Rifle - 5.56x46mm NATO]] | |||
[[Image:SOFP-XM8-1.jpg|thumb|none|600px|The XM8 during weapon selection, shown with an altered carrying handle and top-mounted picatinny rail, similarly to the Malaysian version of the XM8.]] | |||
[[Image:SOFP-XM8-2.jpg|thumb|none|600px|Miller holds his XM8 rifle fitted with an M203 GL.]] | |||
[[Image:SOFP-XM8-3.jpg|thumb|none|600px|Mason fires his XM8 fitted with red dot scope in the game's trailer. It looks like the XM8 has an unaltered carrying handle on this image.]] | |||
''' | ==IMI MTAR-21== | ||
The [[IMI MTAR-21]] is another PS3/Xbox 360 exclusive weapon. It cannot be used in PC version. only accessible with mods. Appears as ''TAR-20'' in the game. | |||
[[Image:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 - 5.56x45mm NATO]] | |||
[[Image:SOFP-MTAR21-1.jpg|thumb|none|600px|The MTAR-21 during weapon selection.]] | |||
== Izhmash AK-47 == | |||
The [[AK-47]] is one of the few weapons to retain its original designation in the game. It is the preferred weapon of the terrorist. It is always fitted with accessory rails, even if there are no sights equipped. Can only be fired in full-auto mode. | |||
[[Image:AK47WeWereSoldiersHeroGun.jpg|thumb|none|400px|AK-47 - 7.62x39mm]] | |||
[[Image:SOFP-AK47-3.jpg|thumb|none|600px|The AK-47 during weapon selection.]] | |||
[[Image:SOFP-AK47-2.jpg|thumb|none|600px|An AK-47 fitted with Holographic sight.]] | |||
[[Image:SOFP-AK47-4.jpg|thumb|none|600px|Mason reloads his modified AK-47.]] | |||
[[Image:SOFP-AK47-1.jpg|thumb|none|600px|Mason pulls the charging handle of his Kalashnikov.]] | |||
== | == Metal Storm AICW == | ||
The [[Metal_Storm_Weapons#Metal_Storm_AICW|AICW]] is a cut weapon, but it's still in the game files. It is only accessible with mods and it has an invisible scope for no reason. | |||
[[Image:Aus AICWAug.jpg|thumb|none|400px|Metal Storm AICW (modified [[AUG]]) - 5.56x45mm NATO]] | |||
[[Image:SOFP-AICW-1.jpg|thumb|none|600px|The AICW during weapon selection.]] | |||
[[Image:SOFP-AICW-2.jpg|thumb|none|600px|Mason holds his AICW. The rifle has an invisible scope without reason.]] | |||
[[Image:SOFP-AICW-3.jpg|thumb|none|600px|Mason reloads his AICW.]] | |||
[[ | == Crye Associates MR-C == | ||
The [[(Ghost Recon) - Crye Associates MR-C|MR-C]] is a cut weapon, but it's still in the game files. It can be only be accessed with mods. The texture of the under-barrel grenade launcher is missing when it's attached. The weapon's name is "MissingText" which suggests that it was dropped from the game during the early stages of the development. | |||
[[Image:MR-C1.jpg|thumb|none|380px|Crye Associates MR-C - Mock-up]] | |||
[[Image:SOFP-MRC-1.jpg|thumb|none|600px|The MR-C during weapon selection.]] | |||
[[Image:SOFP-MRC-2.jpg|thumb|none|600px|Mason holds his MR-C.]] | |||
[[Image:SOFP-MRC-3.jpg|thumb|none|600px|Mason reloads his MR-C.]] | |||
[[Image:SOFP-MRC-4.jpg|thumb|none|600px|The MR-C attached with an under-barrel grenade launcher. Note the missing texture.]] | |||
[[Image:SOFP-MRC-5.jpg|thumb|none|600px|Mason reloads his MR-C's under-barrel grenade launcher known as "AGL".]] | |||
== | == Fabrique Nationale F2000== | ||
The [[FN F2000]] is a cut weapon, while the model and textures exist in the game's files, it's sound effects weren't set to be used with the weapon,it lacked animations and it had no scope texture for it's unique scope, it is possible restore the weapon via modding and having it use pre-existing animations from other weapons. | |||
[[Image: | [[Image:Fn_f2000_3.jpg|thumb|none|500px|FN F2000 with GL-1 - 5.56x45mm]] | ||
[[Image:SoF3_F2000.jpg|thumb|none|600px|The F2000 in the loadout menu with the "Additional Payback" mod that restores the weapon.]] | |||
[[Image:SoF3_F2000-2.jpg|thumb|none|600px|Mason holds a stock F2000.]] | |||
[[Image:SoF3_F2000-3.jpg|thumb|none|600px|Mason reloads a stock F2000.]] | |||
[[Image:SoF3_F2000-4.jpg|thumb|none|600px|The F2000 customized with it's unique Scope and Greande Launcher.]] | |||
[[Image:SoF3_F2000-5.jpg|thumb|none|600px|Mason reloads the F2000 with it's unique attachements.]] | |||
= Sniper Rifles = | = Sniper Rifles = | ||
== Barrett XM500 == | |||
The [[Barrett XM500]] appears as ''TS-50'' in the game. It holds 10 rounds and deals extremely high damage but cannot be modified. | |||
[[Image:BarrettXM500.jpg|thumb|none|500px|Barrett XM500 Anti-Armor Rifle - .50 BMG]] | |||
[[Image:SOFP-XM500-1.jpg|thumb|none|600px|The XM500 during weapon selection. Note the customized muzzle brake.]] | |||
[[Image:SOFP-XM500-2.jpg|thumb|none|600px|Mason holds the XM500 sniper rifle.]] | |||
[[Image:SOFP-XM500-3.jpg|thumb|none|600px|Mason reloads his XM500.]] | |||
== | == Heckler & Koch SL8 == | ||
The [[SL8|H&K SL8]] appears as ''CR8'' in the game. Can be fitted with red dot scope, EOTech holo-sight, sound suppressor, ACOG and rifle scope. | |||
[[File:Sl8 original.jpg|thumb|none|400px|H&K SL8 Marksman Rifle - 5.56x45mm NATO]] | |||
[[Image:SOFP-SL8-2.jpg|thumb|none|600px|The SL8 during weapon selection. Note the missing cheek rest.]] | |||
[[Image:SOFP-SL8-1.jpg|thumb|none|600px|Mason holds his SL8 fitted with a "4X32" sight.]] | |||
[[Image:SOFP-SL8-3.jpg|thumb|none|600px|Mason reloads his SL8 fitted with an "Electro-optical sight".]] | |||
[[Image: | == Kel-Tec RFB Target == | ||
[[Image: | The [[Kel-Tec RFB Target]] appears as "ACR-2" in the game. It is unlockable by using a cheat. | ||
[[Image:RFB-32.jpg|thumb|none|500px|Kel-Tec RFB Target with 32" heavy-profile barrel, bipod, 10-round magazine, and telescope - 7.62x51mm]] | |||
[[Image:SOFP-RFB.jpg|thumb|none|600px|3D Render of the Kel-Tec RFB from the game's model editor.]] | |||
[[Image:SOFP-RFB-2.jpg|thumb|none|600px|Mason holds a Kel-Tec RFB.]] | |||
[[Image:SOFP-RFB-3.jpg|thumb|none|600px|Mason reloads the Kel-Tec RFB.]] | |||
[[Image: | == Remington/USMC M40A3 == | ||
[[Image: | Every good first person shooter needs at least one bolt-action sniper rifle. In ''Payback'', the [[Remington Model 700#M40A3 Sniper Rifle|M40A3]] fulfills that role. It holds 5 rounds (in a fictional, miniature box magazine, not to mention that only the M40A5 is fed from box magazines) and can be fired slowly, but these are balanced with the high accuracy and extreme power the rifle offers. Like with many other weapons in the game, its stock has been altered for an unknown reason. This weapon cannot be modified. | ||
[[Image:M40a3.jpg|thumb|none|450px|Remington/USMC M04A3 Sniper Rifle - 7.62x51mm NATO]] | |||
[[Image:SOFP-M40A3-1.jpg|thumb|none|600px|The M40A3 during weapon selection. How many bullets could fit into that magazine? Maybe one...]] | |||
[[Image:SOFP-M40A3-2.jpg|thumb|none|600px|Mason holds an M40A3 sniper rifle.]] | |||
[[Image: | [[Image:SOFP-M40A3-3.jpg|thumb|none|600px|Mason reloads the M40A3. Another mystery is how can he pull the magazine out, as there is no release paddle.]] | ||
[[Image: | [[Image:SOFP-M40A3-4.jpg|thumb|none|600px|Mason operates the bolt of the rifle.]] | ||
= Machine Guns = | = Machine Guns = | ||
== FN M249E2 SAW == | |||
The [[M249|FN M249E2 SAW]] appears with a 100-round ammo can in the game. Can be fitted with a reflex scope, holographic sight and red dot scope. | |||
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|FN M249E2 SAW - 5.56x45mm NATO]] | |||
[[Image:SOFP-M249-3.jpg|thumb|none|600px|The M249E2 SAW during weapon selection.]] | |||
[[Image:SOFP-M249-1.jpg|thumb|none|600px|An M249E2 SAW with red dot scope in the game.]] | |||
[[Image:SOFP-M249-2.jpg|thumb|none|600px|Mason reloads his M249E2 SAW. He also correctly pulls the charging handle after every reload.]] | |||
== | == FN MK 48 Mod 0== | ||
The | The [[FN Minimi#Mk 48 Mod 0|MK 48 Mod 0 machine gun]] appears as ''M48 SAW'' in the game. Its stock has been altered and the carrying handle and RIS foregrip removed. It can be fitted with a reflex scope, holographic sight and red dot scope. | ||
[[Image:MK48.jpg|thumb|none|401px|FN MK 48 Mod 0 GPMG - 7.62x51mm]] | |||
[[Image:SOFP-MK48-2.jpg|thumb|none|600px|The MK 48 Mod 0 during weapon selection.]] | |||
[[Image:SOFP-MK48-1.jpg|thumb|none|600px|Mason holds an MK 48 Mod 0 fitted with a Holographic sight.]] | |||
[[Image:SOFP-MK48-4.jpg|thumb|none|600px|The reloading animation of the MK 48 is same as the M249's.]] | |||
[[Image:SOFP-MK48-3.jpg|thumb|none|600px|Mason pulls the charging handle of his MK 48 Mod 0.]] | |||
[[Image: | == PKM == | ||
[[Image: | The heavily modified [[PKM]] appears as ''PK41'' in the game. It has been modified with a shorter barrel, a full stock and a smaller carrying handle to resemble the [[PKM#PKP Pecheneg Machine Gun|PKP Pecheneg]], the modernized version of the [[PKM]]. This is the most accurate machine gun in the game due to the slow rate of fire and small kickback. It cannot accept any attachments. | ||
[[Image:Zastava-m84.jpg|thumb|none|400px|Zastava M84 machine gun with the bipod deployed - 7.62x54mm R]] | |||
[[Image:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R]] | |||
[[Image:SOFP-PKM-2.jpg|thumb|none|600px|The modified PKM during weapon selection.]] | |||
[[Image:SOFP-PKM-1.jpg|thumb|none|600px|Mason holds a PKM in the game.]] | |||
[[Image:SOFP-PKM-3.jpg|thumb|none|600px|Mason reloads his PKM.]] | |||
== RPK | == RPK == | ||
as the PKR-47 | The [[RPK]] appear as the ''PKR-47'' in the game. It holds only 45 rounds but the box magazine can be quickly changed to a fresh one. This weapon cannot be modified. | ||
[[Image:RPK lmg.jpg|thumb|none|400px|RPK LMG - 7.62x39mm]] | |||
[[Image:SOFP-RPK-2.jpg|thumb|none|600px|The RPK during weapon selection.]] | |||
[[Image:SOFP-RPK-1.jpg|thumb|none|600px|Mason with the RPK.]] | |||
[[Image:SOFP-RPK-3.jpg|thumb|none|600px|Mason mime pulls the charging handle of the RPK.]] | |||
[[ | == Browning M2HB == | ||
[[ | The [[Browning M2HB]] was a cut weapon, unused voice lines indicate it was supposed to be encountered in the first mission and Mason has some animations for using it. | ||
[[File:BrowningM2HB.jpg|thumb|none|450px|Browning M2HB - .50 BMG]] | |||
[[File:SoF3_BrowningM2.jpg|thumb|600px|none|The "Additional Payback" mod restores the M2HB and has it replace the Kel-Tec RFB Target as the cheat weapon.]] | |||
[[File:SoF3_BrowningM2-2.jpg|thumb|600px|none|The "Reload" animation is a re-purposed animation of Mason pulling the handle back.]] | |||
== | = Launchers = | ||
== FN MK 13 == | |||
The [[FN EGLM|FN MK 13 grenade launcher]] appears on the [[FN SCAR#FN SCAR-L|SCAR-L]] rifle. The overall shape of the MK 13 is based on the late model (even though it has a black finish like the early variant), but the trigger guard us from the early version. | |||
[[Image:SCAR 2nd gen w EGLM.jpg|thumb|none|400px|Early version FN MK 13 mounted on a SCAR-L - 40mm]] | |||
[[Image:Mk13 (Mk16).jpg|thumb|none|400px|Late version FN MK 13 mounted on a Gen3 SCAR-L - 40mm]] | |||
[[Image:SOFP-SCARL-3.jpg|thumb|none|600px|The MK 13 grenade launcher mounted on a SCAR-L rifle in the game.]] | |||
[[Image: | == Heckler & Koch AG-C == | ||
[[Image: | The [[Heckler & Koch AG-C grenade launcher]] can only be mounted on the [[HK416]] rifle, designed to attach to an underbarrel rail. | ||
[[Image:M4 AGC.jpg|thumb|none|400px|Heckler & Koch AG-C mounted on an M4 carbine - 40mm]] | |||
[[Image:SOFP-HK416-3.jpg|thumb|none|600px|AG36 mounted on HK416 rifle.]] | |||
[[Image:SOFP-AG36-1.jpg|thumb|none|600px|Mason reloads the AG36.]] | |||
== M203 == | == M203 == | ||
M203 | The [[M203]] grenade launcher appears on the [[M16A4]] and, incorrectly, on the [[G36K|G36KV]] and [[XM8]] assault rifles. An M203 is also seen mounted on a non-existent [[AR-15]]-type gun shown on the cover of the game. | ||
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]] | |||
[[Image: | [[Image:SOFP-M203-1.jpg|thumb|none|600px|Mason reloads the M203 launcher mounted on his G36KV rifle.]] | ||
[[Image: | |||
[[ | == Milkor MGL Mk 1L == | ||
The [[MGL-140|Milkor MGL Mk 1L multi-shot grenade launcher]] appear as ''AGL-6P'' in the game. It appears with a riot stock, probably to reduce weight. It is always fitted with an Armson OEG reflex sight which cannot be changed or removed. | |||
It is used by various NPCs in the game, notably, enemy soldiers using it in the final 3 missions of the gmae use magic "AGL-6P"'s that convinently vanish on death, despite them using them to rush the player at close-range for an instant kill, (due to the damage boost) Gavin, the infamous boss of the second-to-last mission, is a bullet sponge boss fight, where he uses one capable of also instantly killing the player. (unlike the rest of the game where an AGL-6P grenade will only damage most of Mason's health.) | |||
[[Image: | [[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor Mk 1L grenade launcher fitted with Armson OEG reflex sight - 40x46mm]] | ||
[[Image: | [[Image:SOFP-MGL-4.jpg|thumb|none|600px|The MGL Mk 1L during weapon selection.]] | ||
[[Image:SOFP-MGL-1.jpg|thumb|none|600px|Mason with the MGL Mk 1L.]] | |||
[[Image:SOFP-MGL-3.jpg|thumb|none|600px|Aiming the Armson OEG reflex sight of the grenade launcher.]] | |||
[[Image:SOFP-MGL-2.jpg|thumb|none|600px|The MGL Mk 1L is a powerful weapon but reloading it takes ages. In most games the MGL is shown with a "disposable" cylinder, but Mason knows that part is expensive so he never throws it away.]] | |||
== | == RPG-7V == | ||
The [[RPG-7]]V is the best choice when dealing with large groups of enemies, tanks or helicopters. A well aimed shot will always be rewarded with flying legs and arms. | |||
[[Image:Rpg-7.jpg|thumb|none|400px|RPG-7V - 40mm]] | |||
[[Image:SOFP-RPG-3.jpg|thumb|none|600px|The RPG-7V during weapon selection.]] | |||
[[Image:SOFP-RPG-1.jpg|thumb|none|600px|Mason with an RPG-7V.]] | |||
[[Image:SOFP-RPG-2.jpg|thumb|none|600px|Mason reloads his RPG-7V.]] | |||
[[ | = Grenades = | ||
[[ | == Mk2 Fragmentation Hand Grenade == | ||
The [[Mk 2 hand grenade]] is the game's resident frag grenade. Mason can carry up to 10 grenades. | |||
[[Image:(FRAG).png | [[Image:MK2 grenade DoD.jpg|thumb|none|100px|The Mk2 Hand Grenade]] | ||
[[Image:(FRAG).png|thumb|none|400px]] | |||
== M18 Smoke Grenade == | == M18 Smoke Grenade == | ||
The [[M18 Smoke Grenade]] can only be used in the multiplayer part to lay down smoke screens. | |||
[[Image: | [[Image:M18red.jpg|thumb|none|100px|The M18 Smoke Grenade]] | ||
[[Image: | [[Image:(SMOKE).png|thumb|none|400px]] | ||
== M84 Stun Grenade == | == M84 Stun Grenade == | ||
The [[M84 stun grenade]] can only be used in the multiplayer part. | |||
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|400px|The M84 "Flash Bang" Grenade]] | |||
[[Image:(FLASH).png|thumb|none|400px]] | |||
[[Image:( | == Phosphorus grenade == | ||
Fictional incendiary grenade that can only be used in the multiplayer part. | |||
[[Image:(PHOSPHORUS).png|thumb|none|400px]] | |||
[[ | [[category:Video Game]] | ||
[[ | [[Category:First-Person Shooter]] | ||
[[Category:War]] |
Latest revision as of 07:49, 24 June 2023
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Soldier of Fortune: Payback is a first-person shooter video game, the third in the Soldier of Fortune series. The game was released in 2007 by Activision for the PC, X360 and PS3 platforms and it was immediately banned in Germany due to the high level of violence and dismemberment.
The following weapons appear in the video game Soldier of Fortune: Payback:
Handguns
Most single-wield Handguns can have the "secondary fire" button pressed to have Mason hold the pistol with two hands, this will cause the screen to zoom in slightly and reduce visual recoil when firing.
Handguns also have a special third reload animation, if the player completely empties the handgun's magazine, then holsters the pistol, Mason will hit the slide release off-screen after holstering the pistol, when brought out again, Mason will reload the pistol with a unique animation for racking the slide, as the slide is already forwards, a few of the primrary weapons also have these hidden third reload animations.
Beretta Px4 Storm
The Beretta Px4 Storm appear as M.40 in the game. It is fairly accurate with moderate damage. Holds 20 rounds and can be fitted with a sound suppressor. Using it in Akimbo mode can be very effective because it maintains the good accuracy and many bad guys can be neutralized before the 20+20 rounds run out.
Colt Rail Gun
The Colt Rail Gun appears in the game erroneously as the 1991A1 (The M1991A1 is a parkerized Series 80). It carries 10 rounds with no signs of an extended magazine. Can be wielded in "Akimbo" but cannot equip a suppressor.
Glock 19 (converted)
The Glock 19 is shown as a fully automatic machine pistol in the game. It is called 18C2 (obviously referring to the Glock 18) and can also be wielded in an akimbo fashion.
Although, the Glock 19 is not offered in automatic form by the manufacturer, it can be easily converted to fire fully automatic. Since the player's character is a heavily trained mercenary, it should be expected from him to be able to make the conversion.
Heckler & Koch Mark 23
One of the starting pistols in the game is the Heckler & Koch Mark 23. It is called Mk23 in the game and carries 12 rounds. Can be modified with a suppressor and the dual-wield can be unlocked later.
IMI/Magnum Research Desert Eagle Mark VII
The Desert Eagle Mark VII appears as .50AE in the game suggesting that it was modeled after the Mark XIX but it lacks the scope rails above the barrel. Despite this, it is still the most powerful handgun in the game but holds only 7 rounds (as the Mark XIX would). Can be dual-wielded for increased firepower.
Mason can't use it with two hands to reduce accuracy unlike most pistols, he insists on firing the handcannon one-handed.
Metal Storm VLE
Perhaps the first game ever to feature Metal Storm's concept prototype firearm, the VLE (Variable Lethality Law Enforcement) pistol. The weapon is a burst firing weapon, firing 3 rounds at a time. The weapon uses the barrels as the firearm mechanism and reloads by extracting the used barrels and inserting new one's containing the ammunition. Despite these differences, the weapon is quite powerful yet horribly slow to reload, as each barrel must be replaced to a total of 4 barrels. The weapon holds 18 rounds and appears as ALX in the game.
Like the Desert Eagle, the Alyx cannot be used with a two-handed grip.
Taurus Raging Bull
The Taurus Raging Bull chambered in .454 Casull is the only revolver featured in the game labeled simply as .454. Perhaps the most powerful sidearm in the game and is super accurate. Despite using .454 Casull Ammunition, the weapon, like the Desert Eagle has relatively low recoil for a gun of it's caliber and as such, it's unrealistically different from the real firearm. It carries 5 rounds in the cylinder but cannot be wielded akimbo. Despite clearly being a Raging Bull, it does not have a ventilated barrel rib.
Shotguns
Benelli M4 Super 90
The Benelli M4 Super 90 combat shotgun is labeled as the M1014 in the game, which is the USMC designation of the weapon in reality. It is a powerful semi-automatic shotgun. It carries 6 rounds and has much better range compared to the other shotguns and to benefit that, it is capable of being attached with either a reflex sight, EOTech Holographic sight (which is even renamed to a "Collimeter sight") and a Aimpoint red dot sight.
Mossberg 590 Compact Cruiser
The Mossberg 590 Compact Cruiser is featured in the game as the standard pump-action shotgun firing 12 gauge 00 Buckshots. The Mossberg 590 Compact Cruiser is named the CAWS-90 and appears with a non-removable Advanced Technology (ATI) shotgun foregrip. Despite the look of the recoil, the weapon can be fired rather quickly perhaps due to the handgrip. It incorrectly holds 7 shells and cannot be modified.
This weapon is infamously used by enemies in the last 3 missions, where enemies get an absurd damage boost, (Enemies on Easy kill the player faster than they do on the rest of the game on Normal.) to the point where the "CAWS-90" can instantly kill the player on Normal and kill them if they have sustained any damage beforehand on Easy.
NeoStead 2000
The NeoStead 2000 Shotgun is labeled as the CQC.729 in Payback. It opts for a dual feed system, 6 shots to a single tube totaling to 12 shots in total, making it the largest capacity shotgun in the game. Despite being labeled and designed as a 12 gauge, the shells being reloaded appear to be the same size as a .410 shotgun shell yet it still remains incredibly powerfull.
Submachine Guns
Like the Pistols, all submachine guns with a foregrip can have the "secondary fire" button pressed to have Mason use the foregrip, this will cause the screen to zoom in slightly and reduce hipfire recoil.
Agram 2000
The Agram 2000 (which is a Croatian submachine gun based on the Beretta M12) appears as AMP-9 in the game. It can be fitted with a suppressor, but cannot be dual-wielded. Also incorrectly holds 30 rounds, while the real weapon accepts 22- or 32-round magazines.
FN P90 Tactical
The P90 Tactical (not to be confused with P90TR) appears in the game as P90. A Reflex, Red Dot, and EOTech sight can be mounted to the weapon along with a suppressor.
Heckler & Koch MP5SD2
The H&K MP5SD2 appears as "MP5SD5" in the game. It lacks the 3-round burst option on the selector, but fires in 3-round burst instead of semi-auto. The H&K MP5SD2 can be modified with either a reflex sight, Holographic sight or red dot sight.
Heckler & Koch MP7 Hybrid
The Heckler & Koch MP7 is one of the initial starting submachine gun's in the game. It appears to be a hybrid of several different guns: it has the hump in front of the top rail which is a mount for a detachable front sight of the 4th PDW prototype, the thicker curved butt pad of the original pre A1 model MP7, and the pistol grip texture of the MP7A1. It holds 40 rounds and offers extreme accuracy. Despite this, the weapon is not very powerful in the game, often taking several shots to down a single foe on the harder difficulties. It can incorrectly fire in 3-round burst mode instead of the semi-auto.
The MP7 can be modified with a suppressor, reflex sight, holographic sight and red dot sight. It can also be wielded in Akimbo. Appears in the game as the PDW-7.
KBP Instrument Design Bureau PP-2000
The PP-2000 submachine gun appears as SR-2007 in the game. The sound suppressor is the only available attachment for this weapon.
TDI Vector
The TDI Vector is one of the first selectable weapons in the game. It is modeled after the prototype of the weapon, noted by the different stock and the fact that the game was released in 2007, one year after the appearance of the very first prototype.
Although the prototype had a rate of fire of 1500 rounds per minute, the one in the game fires so slowly that even a bolt-action rifle would beat it. The weapon also incorrectly holds 28 rounds. Can be fitted with suppressor and various sights. Referred to as SV.45ACP.
Assault Rifles / Battle Rifles
Like the previously mentioned Pistols and Submachine Guns, the player must press the secondary fire key to have Mason actually use any attached foregrips.
Colt Model 901
The Colt Model 901 appears as the "M16A3", and is incorrectly capable of full-auto and 3-round burst fire (the real weapon can only switch between full-auto and semi-auto). While it does appear with a carrying handle and rear sights if brought into a mission without a scope, versions of the weapon dropped by enemies appear without the carrying handle or back-up rear sights. It can be modified with grip, M203 grenade launcher, various sights and suppressor.
JP Enterprises LRP-07
The JP Enterprises LRP-07 appears as the CAR-12 in the game. Holds 20 rounds and fires in semi-auto only. The normally slotted handguard of the LRP-07 is solid on the game model.
FN SCAR-L
The SCAR-L appears as the TCW-L in the game and is fitted with an M16-style buttstock. It can be modified with MK13 Mod 0 grenade launcher, fore-grip, various sights and suppressor. Fires only in full-auto.
FN SCAR-H
The FN SCAR-H appears as TCW-H in the game. It offers better stopping power than the "Light" version, but holds only 20 rounds. It can be modified with reflex scope, Holographic sight, red dot scope, electro-optical sight, ACOG, rifle scope and foregrip but cannot accept a sound suppressor, nor a grenade launcher.
Heckler & Koch G36KV
The G36KV is the first assault rifle the player can select along with the AK-47. Can be modified with grip, M203 grenade launcher (which is incorrect and odd, since the AG36 is available in the game), reflex sight, holographic sight, ACOG, rifle scope, red dot scope and suppressor. It incorrectly fires in 3-round burst mode, while in real life only the 2-round burst mode can be present on some special models. Appears as G36E in the game.
Heckler & Koch HK416
The HK416 can be modified with AG36 grenade launcher, foregrip, various sights and suppressor. Like many other weapons in the game, it incorrectly fires in 3-round burst mode instead of the semi-auto.
Appears as the 516 in Payback.
Heckler & Koch XM8
The XM8 appears as the XAR-4 and is a PS3/Xbox 360 exclusive weapon. It cannot be used in the PC version, only accessible with mods. An XM8 with M203 can be seen in Miller's hands during the first mission.
The XM8 can be fitted with various precision sights, a suppressor, and, incorrectly, the M203 grenade launcher.
IMI MTAR-21
The IMI MTAR-21 is another PS3/Xbox 360 exclusive weapon. It cannot be used in PC version. only accessible with mods. Appears as TAR-20 in the game.
Izhmash AK-47
The AK-47 is one of the few weapons to retain its original designation in the game. It is the preferred weapon of the terrorist. It is always fitted with accessory rails, even if there are no sights equipped. Can only be fired in full-auto mode.
Metal Storm AICW
The AICW is a cut weapon, but it's still in the game files. It is only accessible with mods and it has an invisible scope for no reason.
Crye Associates MR-C
The MR-C is a cut weapon, but it's still in the game files. It can be only be accessed with mods. The texture of the under-barrel grenade launcher is missing when it's attached. The weapon's name is "MissingText" which suggests that it was dropped from the game during the early stages of the development.
Fabrique Nationale F2000
The FN F2000 is a cut weapon, while the model and textures exist in the game's files, it's sound effects weren't set to be used with the weapon,it lacked animations and it had no scope texture for it's unique scope, it is possible restore the weapon via modding and having it use pre-existing animations from other weapons.
Sniper Rifles
Barrett XM500
The Barrett XM500 appears as TS-50 in the game. It holds 10 rounds and deals extremely high damage but cannot be modified.
Heckler & Koch SL8
The H&K SL8 appears as CR8 in the game. Can be fitted with red dot scope, EOTech holo-sight, sound suppressor, ACOG and rifle scope.
Kel-Tec RFB Target
The Kel-Tec RFB Target appears as "ACR-2" in the game. It is unlockable by using a cheat.
Remington/USMC M40A3
Every good first person shooter needs at least one bolt-action sniper rifle. In Payback, the M40A3 fulfills that role. It holds 5 rounds (in a fictional, miniature box magazine, not to mention that only the M40A5 is fed from box magazines) and can be fired slowly, but these are balanced with the high accuracy and extreme power the rifle offers. Like with many other weapons in the game, its stock has been altered for an unknown reason. This weapon cannot be modified.
Machine Guns
FN M249E2 SAW
The FN M249E2 SAW appears with a 100-round ammo can in the game. Can be fitted with a reflex scope, holographic sight and red dot scope.
FN MK 48 Mod 0
The MK 48 Mod 0 machine gun appears as M48 SAW in the game. Its stock has been altered and the carrying handle and RIS foregrip removed. It can be fitted with a reflex scope, holographic sight and red dot scope.
PKM
The heavily modified PKM appears as PK41 in the game. It has been modified with a shorter barrel, a full stock and a smaller carrying handle to resemble the PKP Pecheneg, the modernized version of the PKM. This is the most accurate machine gun in the game due to the slow rate of fire and small kickback. It cannot accept any attachments.
RPK
The RPK appear as the PKR-47 in the game. It holds only 45 rounds but the box magazine can be quickly changed to a fresh one. This weapon cannot be modified.
Browning M2HB
The Browning M2HB was a cut weapon, unused voice lines indicate it was supposed to be encountered in the first mission and Mason has some animations for using it.
Launchers
FN MK 13
The FN MK 13 grenade launcher appears on the SCAR-L rifle. The overall shape of the MK 13 is based on the late model (even though it has a black finish like the early variant), but the trigger guard us from the early version.
Heckler & Koch AG-C
The Heckler & Koch AG-C grenade launcher can only be mounted on the HK416 rifle, designed to attach to an underbarrel rail.
M203
The M203 grenade launcher appears on the M16A4 and, incorrectly, on the G36KV and XM8 assault rifles. An M203 is also seen mounted on a non-existent AR-15-type gun shown on the cover of the game.
Milkor MGL Mk 1L
The Milkor MGL Mk 1L multi-shot grenade launcher appear as AGL-6P in the game. It appears with a riot stock, probably to reduce weight. It is always fitted with an Armson OEG reflex sight which cannot be changed or removed.
It is used by various NPCs in the game, notably, enemy soldiers using it in the final 3 missions of the gmae use magic "AGL-6P"'s that convinently vanish on death, despite them using them to rush the player at close-range for an instant kill, (due to the damage boost) Gavin, the infamous boss of the second-to-last mission, is a bullet sponge boss fight, where he uses one capable of also instantly killing the player. (unlike the rest of the game where an AGL-6P grenade will only damage most of Mason's health.)
RPG-7V
The RPG-7V is the best choice when dealing with large groups of enemies, tanks or helicopters. A well aimed shot will always be rewarded with flying legs and arms.
Grenades
Mk2 Fragmentation Hand Grenade
The Mk 2 hand grenade is the game's resident frag grenade. Mason can carry up to 10 grenades.
M18 Smoke Grenade
The M18 Smoke Grenade can only be used in the multiplayer part to lay down smoke screens.
M84 Stun Grenade
The M84 stun grenade can only be used in the multiplayer part.
Phosphorus grenade
Fictional incendiary grenade that can only be used in the multiplayer part.