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Killing Floor 2: Difference between revisions

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== Haenel MKb 42(H) ==
== Haenel MKb 42(H) ==
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player. Instead, MKb 42s are dual-wielded by Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his "Twin Vipers" on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game, originally dual-wielded by Doctor Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his "Twin Vipers" on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.
<br>
<br>
As of the October 2018 "Halloween Horrors: Monster Masquerade Update," the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance.  
As of the October 2018 "Halloween Horrors: Monster Masquerade Update," the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance.  
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[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]
[[file:KF2-STG-44-Hans.jpg|thumb|600px|none|The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.]]
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]
[[file:Better_mkb-kf2.jpg|thumb|600px|none|A MKb 42(H) on the ground after a fight with Hans Volter.]]
[[File:KF2 MKb42 (1).jpg|thumb|none|600px|Strasser holds his hard-earned and trusty MKb 42(H) near the starting area of the Halloween map.]]
[[File:KF2 MKb42 (2).jpg|thumb|none|600px|A look down the iron sights.]]
[[File:KF2 MKb42 (3).jpg|thumb|none|600px|Mid-reloading the MKb 42; pressing the invisible magazine release.]]
[[File:KF2 MKb42 (4).jpg|thumb|none|600px|The normal empty reload is performed in an HK-like manner.]]
[[File:KF2 MKb42 (5).jpg|thumb|none|600px|Inserting a fresh 8mm Kurz magazine.]]
[[File:KF2 MKb42 (6).jpg|thumb|none|600px|Palming the charging handle and bolt forward.]]
[[File:KF2 MKb42 (7).jpg|thumb|none|600px|The fast tactical reload, which shows off the rendered cartridges in the mags.]]
[[File:KF2 MKb42 (8).jpg|thumb|none|600px|Pulling the charging handle in a more generic way at the end of a fast empty reload.]]
[[File:KF2 MKb42 (9).jpg|thumb|none|600px|Looking down the right side of the Haenel MKb.]]


==M16A4==
==M16A4==

Revision as of 01:43, 18 October 2018


Killing Floor 2
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PC Boxart
Developer: Tripwire Interactive
Publisher: Tripwire Interactive
Platforms: PC
Linux
PlayStation 4
Xbox One
Genre: First-Person Shooter


Killing Floor 2 (also referred as KF2) is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to Killing Floor. The game is developed on a modified Unreal Engine 3. Killing Floor 2 came out on April 21st 2015 as a Steam early access game, and saw a full retail release on November 18th in 2016. A PlayStation 4 installment was released on the same day, and a port to the Xbox One was made available on August 28, 2017. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.


The following weapons appear in the game Killing Floor 2:


Handguns

With the exception of the fictional HX25 and Medic pistol, all handguns can be dual-wielded.

Beretta 92 Hybrid

The "9mm Pistol" is the starting pistol for all classes. It seems to be a odd combination of a Beretta 92FS frame (noted by the hooked trigger guard) with a 92A1/90Two Picatinny rail and a Beretta 92G Elite 1A slide (without the markings), with the gun as whole having an Inox finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.

As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game.

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Beretta 92FS Inox - 9x19mm. The frame and the overall finish.
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Beretta 92G Elite 1A - 9x19mm. The slide and barrel.
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Beretta 92A1 - 9x19mm. The Picatinny rail.
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A player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.
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The player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.
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The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.
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Performing a brass check, showing the round in the chamber and his proper trigger discipline.
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Unlike the first Killing Floor, where the slide locked open on its own once the reload animation was triggered, it properly only locks open when the gun runs dry now.
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The speedy reload animation when one has the "Tactical reload" perk. First, an overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.
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About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.
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Just frames away from using the slide release. The basic reload animation has the character racking the slide.
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Anton Strasser dual-wields Berettas.
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Unlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol. This doesn't explain how he's aiming the left-hand one, though.
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Anton Strasser opens fire on a nearby Stalker with his dual Berettas.
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After an intense battle, Strasser reloads his right-hand pistol...
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...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.

Remington 1858 New Army

An engraved Remington 1858 New Army was added in the "Return of the Patriarch" update with the Gunslinger Perk, titled as the "Remington 1858 New Army". Anyone playing as the Gunslinger class will start every match with two dual-wielded.

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Remington 1858 New Army - .44 caliber
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Render of the Remington 1858 New Army
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Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.
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Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.
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Reloading.
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Reloading. Inserting a new cylinder.
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Albert gives the 1858 a twirl.
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They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.
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Along with the "Return of the Patriarch" update, the ability to simply zoom in like in the first Killing Floor when aiming paired handguns was added; switching between the two aiming styles for dual handguns was made the secondary-fire option for them.
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Reloading two 1858s includes a whole lot of flailing around.
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You're pretty good...

Colt M1911A1

An ornate Colt M1911A1 with a nickel finish, pearl grips, and gold assortments was added with the "Return of the Patriarch" update along with the Gunslinger Perk, titled as the "M1911 Pistol". The pistol has an eight round capacity in game using flush fitting 8-round magazines.

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M1911A1 with bright nickel finish and pearl grips - .45 ACP
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Render of the M1911A1.
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Albert visiting the French subway.
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Albert is not a big fan of graffiti.
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After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most maps makes it hard to see the engravings most of the time anyway.
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Brass checking the 1911 with one hand.
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Reloading dual 1911s with a round in the chamber still in the left gun.
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Brass checking one of the 1911s. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX, returns in Killing Floor 2 with a chrome finish, this time properly titled as the "Desert Eagle". It returned in the "Return of the Patriarch" update as the Gunslinger's third-tier weapon. It holds 7 rounds.

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IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE
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Render of the Desert Eagle.
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Albert brings his Desert Eagle for some Zed hunting in the woods.
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Iron sights.
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Reloading the Eagle with a round still in the chamber prompts the character to keep the still partially filled mag.
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As Albert makes his way through an old dark house, he brings two Desert Eagles.
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Reloading the two dry Desert Eagles.
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Inserting a new magazine.
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Like with the 1911, brass checking the gun like this would eject the loaded round; interestingly, the left-hand gun's slide - or, for that matter, the slide of a Desert Eagle when used on its own - isn't pulled nearly as far back.
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Assured that game mechanics will make the Desert Eagle unrealistically practical for the purpose, a player attempts to take on the Patriarch with only two Desert Eagles.

Smith & Wesson Model 500 Bone Collector

The Smith & Wesson Model 500 Bone Collector with custom wood grips was added with the "Return of the Patriarch" update, titled as the "T&W 500 Zed Collector" (though known as the "500 Magnum Revolver" in the actual game). The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above.

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Smith & Wesson Model 500 Bone Collector - .500 S&W Magnum
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Render of the "Zed Collector".
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Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.
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Albert makes sure the sights are good, knowing he'll need them for any and all headshots.
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Reloading. Pushing the extractor.
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Reloading. About to feed the cylinder.
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Albert spinning a 2.30 kg revolver around his finger(!).
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Half Smith, half Wesson. All Zedstopper (and Wristbreaker).
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Reloading. Pushing the extractor while still holding the other M500!
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Reloading. Loading up the cylinder with some .500 S&W.
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Reloading. Mashing the extractor with his wrist.
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Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.
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You're even better.

Colt 1851 Navy

As of the "The Descent" update, the Flaregun returns from the first Killing Floor, this time called the Spitfire Revolver. It's still a heavily modified Colt 1851 Navy that shoots fireballs.

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Colt 1851 Navy - .36 caliber
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Render of the Spitfire Revolver.
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Masterson with a Spitfire revolver on the ZED landing map.
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Iron sights.

Arsenal Firearms AF2011-A1

Rounding out the current list of double-barreled firearms, Arsenal Firearms AF2011-A1 was introduced alongside the MAC-10 in the "Infinite Onslaught" update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911.

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Arsenal Firearms AF2011-A1 - .45 ACP
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DJ Scully heads towards the action, AF2011-A1 in hand.
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He stops and examines the pistol, wondering if he should use that green resupply crate for more ammo.
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Chamber-checking the AF2011. No fancy one-handed brass check for this hunk of a pistol, unfortunately.
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He sights in and prepares to blast a highlighted-stalker.
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Reloading the pistol with a literal fistful of 1911 mags.
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Dumping out empty magazines from the AF2011 in the heat of battle.
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Blasting a clot with four barrels of fun, note the impressive muzzle flash.
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Reloading the left pistol.
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Releasing the right-one's slide.

Submachine Guns

Colt 9mm Submachine Gun

The Colt 9mm Submachine Gun appears as the "AR-15 Varmint Rifle" and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and a tan Magpul AFG. Despite being an SMG, it is not one of the weapons buffed when using the SWAT class.

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Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm
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The player character peeks into a nasty looking room, his RO991 at the ready.
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A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.
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Reloading. Checking the chamber (note that the front sight is far too low...)
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....inserting a new mag...
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...and pushing the bolt release. This reload animation is only used when the player has the "Tactical Reload" perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.
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Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.

Heckler & Koch MP7A1

The Heckler & Koch MP7A1, appearing as the "MP7 SMG", returns in the "Tactical Response" update along with the "SWAT" class. Compared to its appearance in the original game, it's fitted with a suppressor and a C-More red dot sight instead of the Trijicon RX01. It also fits 40-round magazines by default, but which start out only holding 30 bullets; like with the Medic in the first game, leveling its associated perk increases the amount of bullets per magazine, with the maximum level allowing for an unrealistic doubled capacity of 60.

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Heckler & Koch MP7A1 - 4.6x30mm
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View model of the MP7A1.
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Sighting up a zed with the C-more sight.
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Performing a mid-mag reload as a siren approaches.
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Reloading. Dropping out the dry mag.
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In with a new one.
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Pulling the charging handle. With the "Tactical reload" perk, the bolt-release will be used instead.
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Interestingly, the world model of the MP7 shows it equipped with a flashlight; it is not present in the first person model.

Heckler & Koch MP5A2

The Heckler & Koch MP5A2 was added in the "Tactical Response" update. It appears as the "MP5RAS SMG". It has an incorrect 40 round capacity despite its 30-round magazine (presumably as part of an effort to make it a proper upgrade over the starting MP7). It can fire in either full-auto or three-round bursts.

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Airsoft MP5A2-RAS by Jing Gong - 6mm BB
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Holding the MP5RAS.
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Iron sights.
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Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.
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The model was retextured in a patch to include the 3-round burst setting.
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Reloading. Pulling back the bolt.
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Loading in a new mag.
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Just a few frames away from the HK-slap.

Heckler & Koch UMP45

Introduced with the "Krampus Christmas" event (Update 1059 on PC), the Heckler & Koch UMP is another SMG available to the SWAT perk. As with the MP5, it can fire in either three-round burst or full auto, and holds 30 rounds in its box magazine. It is also outfitted with an EOtech holographic sight and folding foregrip.

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Heckler & Koch UMP45 - .45 ACP
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Wishing for a winter coat, Donovan will have to rely on his H&K UMP to keep him warm instead.
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Aiming through the holo sight. In Zed-time, both it and the rear sight shake around quite a bit while firing.
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Chamber-checking the UMP.
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Mid-magazine reload; note the new mag is clipping with the side rail.
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Loading the fresh magazine.
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Locking the bolt back inside the Krampus's nasty lair.
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Tossing out the spent mag.
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In with the new one.
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HK-slapping the bolt home, just like on the MP5RAS.

FN P90 TR

The FN P90 TR appears as the "P90 SMG". It was added in the "Tactical Response" update. It is fitted with a Trijicon RX30 reflex sight.

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FN P90 TR - FN 5.7x28mm
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Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.
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The RX30's reticle.
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Performing a brass check, note the 5.7x28mm round.
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Reloading. Pulling out the empty mag.
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About to seat in a new one.
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Pulling the charging handle. This particular animation is the "Tactical Reload" variant, which for this weapon isn't much different from the normal one, just faster and with slightly different motions.

KRISS Vector

Along with the "Tactical Response" update, the KRISS USA Vector was added into the game. It appears as the "KRISS SMG", and is the Tier 4 weapon for the SWAT perk. It is fitted with a Sightmark Sure Shot or similar model reflex sight.

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TDI / KRISS USA Gen I Vector - .45 ACP
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Note that the Vector has a folded down front sight but no rear sight.
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The sight picture of the red dot.
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Performing a brass check, showing off the bolt.
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The brass check animation was updated to be more of a brass check and less of a pull-the-charging-handle-in-a-weird-way.
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Reloading. Pushing the mag-release.
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Mashing in a new Glock 21 magazine.
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Pulling the charging handle. Similarly to the MP7, with the "Tactical reload" perk, the bolt-release is utilized.

Ingram MAC-10

Another fan favorite from the original game, the MAC-10 (referred to as "Mac-10" ingame) is available to the Firebug and SWAT perks since the "Infinite Onslaught" update. It still features a suppressor and fires incendiary rounds, regardless of whatever perk is being used. Both semi-auto and full-auto fire modes are available.

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MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP
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D.A.R. draws his "MAC-10 nine-millimeter," which doesn't have quite the same ring as Arnold's famous Uzi line. Whenever drawn, the player character fully folds the buttplate over the receiver, apparently it hangs loose whenever holstered. Actually bothering to use it would probably be a bit wiser.
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Blasting the horde with suppressed, incendiary rounds from the M10.
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Aiming the MAC.
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D.A.R. locks the bolt back on an empty reload...
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...throws out the empty magazine...
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...and inserts a new one.
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As with other weapons in the game, bugs sometimes show the bolt incorrectly closed.
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Pulling the charging handle on the speed-reload; this happens last instead of first as done in the normal animation.

Shotguns

Mossberg 500 Rolling Thunder

The Mossberg 500 is the first weapon for the Support Perk, who spawns with it already in his inventory, and can occasionally be found on the ground during a wave. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.

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Mossberg 500 Rolling Thunder - 12 gauge
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A player with his Mossberg while marveling at the destroyed Paris streets.
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The empty reload - inserting the first shell into the chamber...
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... while the rest of the shells are inserted into the magazine tube.
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The player character performs a brass check of his Mossberg 500.

Benelli M4 Super 90

The Benelli M4 Super 90 shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity similarly to the first game, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.

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Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge
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Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.
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A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.
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A view of the right side of the M4.
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Dropping a shell into the chamber...
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...then loading the rest in the magazine tube.

Double Barreled Shotgun

The 12 Gauge Double Barreled Shotgun, known here as the "Double-barrel Boomstick", makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will still show the character extracting and dropping both shells.

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Stoeger/IGA imported side by side shotgun - 12 gauge
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The Double Barreled Shotgun in game.
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A player shows us the two shotgun shells that he intends to load into his Boomstick.
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A player preforms a brass check, showing off how detailed the shotguns engravings are.

AA-12

The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.

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MPS AA-12 CQB - 12 gauge
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A player fires his AA-12 into a Scrake at close range in one of the game's beta advertisements from the first game.
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Another player, having cunningly disguised his AA-12 as a tree to better blend into the streets of a burning Paris, lulls a Scrake into a false sense of security.
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The AA-12, ready to tear up some Zeds. Note the digital camouflage.
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The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.
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Pulling back the charging handle shows this oddity, the bolt doesn't move at all!
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The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. Also, occasionally the bolts of weapons will glitch out from Zed Time; in the case of the AA-12, the bolt will lock closed as it used to be.
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Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.
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Inserting a new drum.

Winchester Model 1897

The Winchester Model 1897 "Trench Gun" returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time. This makes it a good backup to the Flamethrower when high spike damage is needed.

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Winchester Model 1897 in "Trench" configuration - 12 gauge
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Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.
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Aiming down the Trench Gun's sights.
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Mr. Foster performs a brass check on his Trench Gun, clearly showing a "Dragon's Breath" shell loaded in the chamber.
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Mr. Foster unloads a flurry of burning magnesium on some nearby Clots and Gorefasts.
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After running dry, Foster cleverly loads the first shell directly into the chamber...
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...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.

Standard Manufacturing DP-12

The Standard Manufacturing DP-12 appears in game as the slightly modified 'HZ-12 Multi-Action' shotgun in the Support's arsenal. Introduced in the 2017 Summer Sideshow update, it is an alternate Tier 2 weapon, alongside the Double-barrel Boomstick, costing £750. The primary difference from the real weapon, like the version of the KSG-12 added to the first game, is the replacement of the twin 7+1 tube magazines with a single 16-round detachable box magazine, with two separate stacks for feeding the inline barrels. This means that all rounds are resupplied in one action to make reloading from empty faster, but also means that quicker top-ups after only a few shells are impossible, unlike its real-life counterpart.

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Standard Manufacturing DP-12 - 12 gauge
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Profile view of the HZ12 Multi Action.
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Performing a mag check, clearly showing the two stacks for feeding the two separate barrels. This weapon, and its real-life counterpart's method of feeding two barrels from two mags, is at odds with the design of other bullpup shotguns, such as the Kel-Tec KSG and UTAS UTS-15, which feed from two mag tubes into a single barrel.
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Lt. Masterson performing a brass check, showing the Horzine-branded shells loaded.
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Aiming down the weapon's sights. Notice they are slightly misaligned. In reality, this aim would cause the user to shoot right of their target.
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The gun in mid-recoil. The HZ12 fires 10 pellets per shot, making it one of the more powerful shotguns. However, it has a wider spread, making it less effective at range.
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Correct to the real steel's mode of operation, the user only re-chambers two fresh shells after two are expended. However, someone on the dev team apparently didn't tell the effects guy that the weapon used a new shell texture, instead reusing the red shells of the M4 and AA12.
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Lt. Masterson reloads his weapon during a break in combat.

Rifles

Winchester Model 1894

The Winchester Model 1894 is a returning rifle from the original Killing Floor. Designed for the Sharpshooter and first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff as part of the "Revenge of the Zeds" update on April 7 2016. It shares similar characteristics to the version from the original game, though its power has been reduced somewhat, its magazine capacity has been increased to 12 rounds, and it utilizes a standard rear sight rather than the rear tang peep sight it originally had (though its image in the Trader's menu still shows it with that peep sight).

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Winchester Model 1894 Saddle Ring Carbine - .30-30
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The render for the Winchester 1894.
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Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.
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Iron sights.
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Checking the chamber.
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Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.
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Reloading. About to insert a round in the chamber...
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...and then loading the rest in the magazine tube.

Mossberg 464 SPX Centerfire

The Mossberg 464 SPX Centerfire with a red-dot sight was introduced in the 2017 Summer Sideshow event, being an alternate Tier-2 weapon for the Sharpshooter, alongside the existing Crossbow.

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Mossberg Model 464 SPX - .30-30Win.
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Profile view of the SPX 464.
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Briar performs a brass check. Unfortunately, the extractor appears to have failed on him.
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"Oh well, even if it is broken, it'll make a nice piece on the wall." Briar sighs as he examines his broken weapon from the left...
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...and then the right.
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Briar racks the action open again just to check he wasn't going crazy in his old age. He wasn't. Sadly.
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Aiming through the red-dot sight. If lever-action purists didn't already vomit at the sight of this modernised interpretation of a classic, then the use of an optic on it will seal the deal.
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It's now or never, though. Briar takes aim, fires, and cycles. Luckily, game mechanics kicked in and the extractor is working again.
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Overjoyed, Briar takes a few unaimed shots at the colourful Sideshow horde in celebration that he is not doomed.
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After running dry, Briar opens the action and prepares to load a round directly into the chamber.
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After that, he tops-up the tubular magazine.

Assault Rifles & Carbines

L85A2

The L85A2 is the second weapon for the Сommando Perk. It replaces the L22A2 from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines. Interestingly, it has the knob-shaped charging handle of the L85A1 instead of the comma shaped A2 style charging handle. It doesn't appear to be an actual A1 however, as it has the magazine-release fencing of the A2.

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L85A2 with SUSAT scope - 5.56x45mm NATO
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L85A1 with SUSAT scope - 5.56x45mm NATO. Note the shape of the charging handle in comparison to the A2.
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The player character holds his L85A2 whilst enjoying the view.
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Fearing the rain will make the gun all wet, he puts it away. Here the mag-release fencing is obvious.
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The L85A2 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.
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The player character fondling the EOtech sight for some reason.
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Checking the mag, looking closely, there seems to be bullets modeled in the mag.
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The player character about to give the charging handle a tug. Note the knob shape.
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Reloading. inserting a new mag. The bolt is not properly depicted as looking back.

AK-12

The AK-12 is the third Commando Perk weapon and replaces the AIMR from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.

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AK-12 - 5.45x39mm
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According to the game, the AK-12 was found on a dead Spetsnaz solider.
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Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.
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Checking the chamber, note the bullet.
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The basic reload animation of the AK-12 shows the player character kicking out the dry magazine with the new one.
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With the "Tactical reload" perk however, the character knocks out the magazine with his or her thumb and then proceeds to grab a fresh mag.

Haenel MKb 42(H)

The MKb 42(H) returns from the first game, originally dual-wielded by Doctor Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his "Twin Vipers" on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.
As of the October 2018 "Halloween Horrors: Monster Masquerade Update," the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance.

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Haenel MKb 42(H) - 7.92x33mm
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The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.
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A MKb 42(H) on the ground after a fight with Hans Volter.
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Strasser holds his hard-earned and trusty MKb 42(H) near the starting area of the Halloween map.
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A look down the iron sights.
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Mid-reloading the MKb 42; pressing the invisible magazine release.
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The normal empty reload is performed in an HK-like manner.
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Inserting a fresh 8mm Kurz magazine.
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Palming the charging handle and bolt forward.
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The fast tactical reload, which shows off the rendered cartridges in the mags.
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Pulling the charging handle in a more generic way at the end of a fast empty reload.
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Looking down the right side of the Haenel MKb.

M16A4

An M16A4 fitted with an M203 grenade launcher was added in the "Tactical Response" update for the "Demolitionist" class.

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M16A4 (5.56x45mm) with M203 40mm grenade launcher
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Lt. Bill Masterson bringing his little friend to HELL!
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Sighting up the massive skeleton statue. These appear to be KAC 300 meter style flip-up sights.
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Performing a chamber check.
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Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.
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Pulling the charging handle in a very awkward way to chamber a new round. The reload animation for this rifle is reused from the "Varmint rifle".
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Reloading the M203. Despite using the same 40mm grenades, the M203 has a noticeably lower AoE than the M79. Note the star on the magwell with "BLACK STAR" written next to it.
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Unequpping the weapon shows of the Magpul MIAD grip. While difficult to make out, the markings on the receiver read "BLACK STAR WEAPONS DIVISON".

Battle Rifles & Sniper Rifles

Barrett M99

Yet another weapon returning from the first game, the Barrett M99 was introduced with "The Summer Sideshow: Treacherous Skies" update in June 2018. When equipping the Barrett, the player character sets the bolt handle fully down; when putting it away, the character quickly unlocks and disengages the bolt handle, possibly as an added safety measure or just to look flashy.

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Barrett M99 - .50 BMG
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Donovan catches a lull in the action, M99 in hand.
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Sighting in a steampunk zed with the scope.
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Reloading the single-shot rifle with another .50 BMG cartridge.
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Pushing the bolt home.
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Idle animation of the Barrett; checking the chamber.
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In another animation, Scully twirls another fifty-caliber round around his fingers.
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Speed-reloading of the M99 with a fresh round in hand.

FN FAL

The FN FAL also makes a return from the first game in the 2018 "Halloween Horrors: Monster Masquerade Update." It retains the ACOG scope, and compared to the Mark 14 EBR, it has select fire functionality and starts with one more extra mag's worth of ammo at the expense of having slightly less damage and the full-auto recoil is severe.

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DSA SA58 FAL with 18" barrel - 7.62x51mm NATO
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The FAL in-game, looking for zeddies to slot. Note that it has black furniture now as opposed to the wooden parts in the first installment.
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Aiming down the ACOG scope, basically the same as the Mk 14's.
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Checking one of the twenty-round magazines while watching DJ Count Volter.
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The tactical mid-reload.
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Offering some zeds an empty FAL mag.
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Jamming in a new one.
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Pulling the charging handle; this is also one of the idle animations.
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Right side of the right arm of the uninfected world.

FN SCAR-H CQC (Mk 17 Mod 0)

The FN SCAR-H CQC appears as the "SCAR-H Assault Rifle" and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.

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Third Generation FN SCAR-H CQC - 7.62x51mm NATO
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A pre-release screenshot of the SCAR-H.
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The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.
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Brass checking the SCAR. Note that the magazine release button is just a flat texture.
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Inserting a new magazine.
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A SCAR-H being 3D printed at the dosh sink.

Mk 14 Mod 0 EBR

The Mk 14 Mod 0 Enhanced Battle Rifle returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army "M14 EBR" like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) rather than forcing the laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG sight is attached above the action.

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Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO
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Render of the Mk 14 Mod 0. Note despite the text above there is no laser aiming module present here, it apparently being a last-minute addition to the model.
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Idle with the Mk 14 Mod 0. The laser in this game is permanently activated, rather than being toggled via secondary fire as in the first game.
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The scope reticle. This green "dot & horseshoe" reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.
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Performing a brass check. Here the laser module can be clearly seen.
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Empty-reloading without the "Tactical Reload" perk. Beginning with very violently throwing away the dry mag, causing it to spin all over the place.
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Then not so violently rocking in a fresh mag.
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Chambering a new round. Like in many games, the bolt is not depicted as locking back.
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The speed-reload skill gives the EBR a full reload much like the AS VAL in Battlefield 4.
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Note the just knocked out, empty magazine.
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Withdrawing the Mk 14.

Launchers

M79 Grenade Launcher

The M79 returns from the first game as the Tier 3 weapon for the Demolition Perk. An option skin, available from random loot drops, has orange tiger-stripe paint job, a homage to the Vietnam War movie Apocalypse Now. Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED. However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.

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M79 Grenade Launcher with sight folded down - 40x46mm
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View model of the M79. Tripwire have done some really nice weathering detail on this weapon. Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.
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Aiming down the M79's iron sights. I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.
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Performing an ammo check on the M79. A large, mean 40mm HE grenade sits waiting in the breech.
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Mr. Foster reloading his M79.
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A better look at the tiger-stripe paint job. They're close....

RPG-7

The RPG-7 appears in Killing Floor 2 as the "Rocket Launcher" and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.

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RPG-7 - 40mm
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The player character holding the RPG while standing around in a port in Denmark.
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Twirling the grenade.
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Mr Foster, loading another Rocket into the RPG-7

Machine Guns

General Dynamics XM301

The General Dynamics XM301 appears as a weapon for the Patriarch Boss that was added in the "Return of the Patriarch" update (as one might guess). It is fed from what can only be explained as a "Horzine ammo cache" from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.

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General Dynamics XM301 - 20x102mm. This variant was developed for the RAH-66 Comanche, and never entered production.
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A render of the Patriarch, The XM301 is attached to his mechanical arm.
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The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the XM301, however that works.
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ditto
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The Patriarch charges at a player character.
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The Patriarch lets loose and fires his arm-mounted XM301, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.

Stoner 63

The Stoner 63 was added with "The Descent" update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto.

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Stoner 63 - 5.56x45mm
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Render of the Stoner 63 released before the update.
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Briar sneaking through a fallout shelter on the "Nuked" map.
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Sighting up a Husk.
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Briar unleashing a shower of lead in ZED time.
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Reloading. After pulling the charging handle (which is positioned on the bottom of the handguard) the top cover is lifted and the empty box mag pulled out.
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Inserting a new magazine.
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Positioning the belt.
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Taking a peek at the right side of the LMG, showing off the belt full of 5.56.

Explosives

M112 C4 Demolition Pack

C4 explosives are the second-tier primary weapon available to the Demolitionist perk.

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M112 C4 demolition charge

M67 Fragmentation Grenade

Listed as "HE Grenade", the M67 hand grenade is the throwable of choice for the Commando and Survivalist perks.

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M67 fragmentation grenade
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Throwing an M67 in Zed Time, note that the safety lever is still on.

M84 Flashbang Grenade

The SWAT perk utilizes the M84 stun grenade, which will stun Zeds and blow up lower-tier clots that stand too close to its detonation.

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M84 stun grenade
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Bouncing a Flashbang off a wooden post.

Mk 2 Fragmentation Grenade

The Mk 2 hand grenade is used by the Support perk. Unlike the M67 "HE" grenades, the "Frag Grenade" throws a shower of shrapnel that will tear through Zeds.

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Mk 2 "Pineapple" fragmentation hand grenade
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Tossing a Mark 2 grenade at some clots.
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Scully makes a peace-offering to the Fleshpound.

Model 24 Stielhandgranate

Doctor Hans Volter also has access to Model 24 Stielhandgranates in his arsenal. They vary in function, from being standard high-explosive charges to being used to deploy either harmless smoke or his favorite nerve gas. He generally tosses them out in a cluster around himself to scatter players when surrounded.

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Model 24 Stielhandgranate hand grenade