Insurgency: Sandstorm: Difference between revisions
Insurgency: Sandstorm: Difference between revisions - Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Insurgency: Sandstorm: Difference between revisions
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]
==AK-74N==
==AK-74N==
The [[AK-74|AK-74N]] returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.
The [[AK-74|AK-74N]] returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.
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[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]
==Q Honey Badger SD==
The SD variant of the [[Q Honey Badger]] is the subsonic assault rifle in the upcoming Update 1.7.
Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. Each faction is divided into eight classes named:
Commander, who is the team leader with binoculars to call in fire support when Observer is nearby.
Observer, who carries radio for allowing Commander to call in fire support.
Rifleman, who is the backbone of the team armed with assault rifles and battle rifles.
Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
Gunner, who provides suppressive fire with machine guns.
Demolitions, who is explosives expert with access to various explosives including launchers and UBGLs.
Advisor, who has access to exotic guns.
Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.
The following weapons appear in the video game Insurgency: Sandstorm.
A staple sidearm of the series, the Beretta M9 is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.
The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.
The Colt M45A1 replaces the M45 from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of Sandstorm. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.
A tan-framed Glock 17 is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the Glock 19M. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It is currently the most expensive Security's pistol costing 3 supply points.
The Tariq, an Iraqi clone of the Beretta M1951, is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.
Update 1.7 is slated to include, among other things, a Mark II Welrod from Day of Infamy; unlike the other weapons coming in this update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream.
The First Major Content Update added in two variants of the MP5 submachine gun. The Insurgents received the older MP5A2 variant for the Breacher class, which features the early "slimline" handguard and "waffle" magazine. It costs 3 supply points.
A popular community weapon from the previous game, the Heckler & Koch MP7 makes an official appearance in Sandstorm. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points.
Error creating thumbnail: File missingHeckler & Koch MP7A1 - 4.6x30mmError creating thumbnail: File missingThe weapon loadout menu image of the MP7A1.Error creating thumbnail: File missingA stock MP7 patiently waiting to operate.Error creating thumbnail: File missingThe operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.Error creating thumbnail: File missingReloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.
IMI Uzi
The IMI Uzi also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the MP40 with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in Battlefield Hardline replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.
The Sterling Mk. V with Sterling-Hatchett integral suppressor from the previous game will return in upcoming Update 1.7.
Error creating thumbnail: File missingSterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mmError creating thumbnail: File missingAn officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings at the folding stock, pistol grip, and magazine base.
Assault Rifles
AK-74N
The AK-74N returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the GP-25. Depending on their class, the user can choose smoke shells or HE shells.
The AKMN with a standard fixed stock replaces the folding stock AKMS from the previous game. Like the rest of the AK's, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. The AKM can be wielded with the GP-25. Depending on their class, the user can choose smoke shells or HE shells.
The AKS-74U returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 supply points.
The Alpha AK, a customized AK used by the Russian Spetsnaz Alpha Group and featuring Zenitco B-30 handguard, TWS railed dust cover, Magpul MOE AK pistol grip, and Tromix extended charging handle, was added in Beta Update - November 8th available to the Insurgents' Advisor class costing 4 supply points.
Error creating thumbnail: File missingAlpha AK - 5.45x39mmError creating thumbnail: File missingAn officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page.Error creating thumbnail: File missingThe weapon loadout menu image of the Alpha AK. Note the in-game stats stated the gun chambered in 7.62x39mm, despite clearly using a 5.45x39mm magazine.Error creating thumbnail: File missingA tacticool AK on the range.Error creating thumbnail: File missingThe traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.Error creating thumbnail: File missingRocking in a new magazine. Fast reloads for all AK family weapons have the player character knocking out the old magazine with the new. Interestingly, the railed dust cover has "PATENTED U.S.A. MADE" markings while the receiver has "Model AK-104-A CAL 7.62x39" markings instead, indicating it is AK-104 in Alpha AK configuration with American made railed dust cover.Error creating thumbnail: File missingPulling back the custom charging handle. On fast empty reloads, the player character will rack the charging handle with their left hand from under. This happens on all AK family weapons.
AS Val
The AS Val is another subsonic assault rifle serving as the counterpart of Honey Badger.
The L85A2 is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 4 supply points.
Another popular weapon mod from the previous game, the Heckler & Koch G36K is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K as the "ISM scope". It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the AG36. Depending on their class, the user can choose smoke shells or HE shells.
The HS Produkt VHS-D2 appears on the Update 1.3 as the VHS-2 for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the HS Produkt VHS-BG. Depending on their class, the user can choose smoke shells or HE shells.
The update 1.4 added IMI Galil SAR from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 3 supply points.
Error creating thumbnail: File missingIMI Galil SAR - 5.56x45mm NATOError creating thumbnail: File missingAn officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the modified RPK drum magazines on deployed Galils. Also note the "TacPoint" at the mounted red dot sights on Galil SAR, which is an obvious spoof of Aimpoint.Error creating thumbnail: File missingThe weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.Error creating thumbnail: File missingThe Galil SAR looking at some wooden targets.Error creating thumbnail: File missingAiming the sights towards the questioned targets.Error creating thumbnail: File missingInserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar as AK family weapons have the player character knocking out the old magazine by hitting the mag release with the new magazine.Error creating thumbnail: File missingPulling the charging handle. On the fast empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.
M16A2
The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope called "A2 Scope". It costs 2 supply points, making it the cheapest Insurgents' weapons available. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
The M16A4 returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
The M4A1 makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. The M4A1 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
The Mk 18 Mod 1 replaces the Mk 18 Mod 0 from the original game, appearing as the Mk. 18 CQBR. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs 4 supply points. It can only be used by the Security's Breacher and Advisor classes.
An interesting choice alongside Security's VHS-2, the Insurgents get access to the Norinco QBZ-03, specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 5 supply points, making it currently the most expensive assault rifle for Insurgents. On the Update 1.4, it has its own unique scope called "Type 03 Scope".
The FN FAL makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.
A 7.62x51mm IWI Galil ACE appears on the Update 1.6 as the "ACE 52", available to the Insurgents' Advisor class for 5 supply points replacing SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The retail model gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.
The update 1.6 added IWI Tavor 7 serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class replacing Mk 14 Mod 1 EBR. It costs 5 supply points.
The Heckler & Koch G3A3 officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.
The Norinco SKS-D returns from the previous game. It has a standard length barrel with unusable "pig sticker" bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.
The IMI Galil ARM returns from the previous game on the Update 1.4. It is available as the lighter alternative for Insurgents' Gunner class. It costs 3 supply points.
The M240B GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.
The M249 is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.
The MG3 was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.
The PKM makes its long-awaited arrival to the series in Sandstorm. It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight. The game incorrectly portrays the 7.62x54mm R belt as disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.
The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.
Also returning from the 2014 Insurgency is the Russian TOZ-194 pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.
The Barrett M107CQ first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.
The Izhmash SVD Dragunov is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
The Mosin Nagant costs 2 supply points and is usable by the Insurgents' Marksman class. By default it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.
The Remington M24 makes its way into the game, replacing the old M40A1. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.
The Chinese M99 anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
The M203A2 grenade launcher is the underbarrel grenade launcher option for the M16A4 and the M4A1. It was added on the Patch 1.4.2 to replace the airsoft M203s.
The AN-M14 Incendiary Grenade returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them.
The F1 hand grenade returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.
Serving as the Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable "C-4" consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 "clacker" switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.
The M18 smoke grenade returns from the previous game for both teams which is incorrectly referred as M83 Smoke. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.
The M19 anti-tank mine is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate towards passing enemy vehicle.
The M84 stun grenade returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.
The Security's AH-64 Apache (AKA "Assassin") is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.
Error creating thumbnail: File missingApache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.Error creating thumbnail: File missingThe Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes at the rocket pod.
Browning M2HB
The Browning M2HB appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.
The DShKM is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on the Assassin as the 30mm Cannon, instead of the accurate M230 Chain Gun.
The GAU-19/A is mounted on Security's UH-60 Blackhawk (AKA "Cleric"), where it is being used by the door gunners. The gun also ejects spent casings when firing.
The GAU-8/A Avenger is mounted on Security's A-10 Thunderbolt II (AKA "Warlock"). The Warlock will strafe into marked area perpendicular to Commander's line of sight.
The ammo crate can be used to fully restore player's gears and health.
Error creating thumbnail: File missingA clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, a few of STANAG and AK magazines with some scattered ammo around.
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.
Error creating thumbnail: File missingOn Insurgents' weapon cache an RPG warhead and AK magazine are seen beside the opened crate with TM-62 anti-tank mine and AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.Error creating thumbnail: File missingFrom behind there is another opened crate with couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite there isn't any RGD-5 hand grenade inside.Error creating thumbnail: File missingOn Security's weapon cache there is an opened crate with a warhead of Panzerfaust 3 behind of it has couple of M19 anti-tank mines, some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two M18 smoke grenades and some STANAG magazines with scattered ammo near the case at the top of green crate.Error creating thumbnail: File missingThere is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads of Panzerfaust 3. Another M19 is located on the middle.