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Killing Floor: Difference between revisions

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== L22 Prototype ==
== L22 Prototype ==
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the "Bullpup". It has a mounted EOTech red dot sight, and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place.
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the "Bullpup". It has a mounted EOTech red dot sight which is unrealistic as the rail for the l22 would be unable to hold the Eotech in place as the Eotech requires a picatiiny rail, and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place.


[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]
[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]

Revision as of 16:03, 3 November 2014


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


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

Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.

The following weapons appear in the game Killing Floor:


Handguns

Beretta M9A1

The Beretta M9A1, fitted with a weaponlight, appears as the "9mm Tactical" and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (this can also be seen in both Left 4 Dead and Left 4 Dead 2). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. In the game, the M9A1 incorrectly shows two white-painted dots on the rear sight; the real M9 and M9A1 have only one white dot on the front sight. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.

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Beretta M9A1 - 9x19mm
File:Killing floor M9.jpg
The Beretta M9A1 in-game. Note how the hammer is never cocked back.
File:Beretta ironsight KF.jpg
Aiming down the sights; note the incorrect painted dots on the rear sight.
File:Dual Berettas KF.jpg
Dual-wielding Beretta M9A1's.

Heckler & Koch Mark 23 Mod 0

The H&K Mark 23 Mod 0, appearing as the "MK23", was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded.

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Heckler & Koch Mark 23 Mod 0 - .45 ACP
File:KF-Mk23.jpg
In-game Mk 23 Mod 0. Note that the hammer is actually cocked.
File:KF-Mk23Reload.jpg
Reloading the Mark 23.

IMI/Magnum Research Desert Eagle Mark XIX

The Mark XIX Desert Eagle, appearing as the "Handcannon", is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols. It has been given a gold-plated variant with the second Golden Weapons Pack.

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Desert Eagle Mark XIX - .50AE
File:Killing floor IMI desert eagle.jpg
In-game Desert Eagle XIX. Note how the hammer is never cocked back.
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Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the "Desert Eagle" name isn't a thing.

Smith & Wesson Model 29

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

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Smith & Wesson Model 29 - .44 Magnum
File:KF-M29.jpg
In-game S&W Model 29.

Colt 1851 Navy

The 2012 Halloween event adds a modified Colt 1851 Navy revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC.

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Colt 1851 Navy - .36 caliber
File:KF-Flaregun.jpg
The Flare Revolver in-game.
File:KF-FlaregunReload.jpg
Reloading a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.

Submachine Guns

Heckler & Koch MP5A4

A new weapon for the Medic perk is the Heckler & Koch MP5A4, referred to as the "MP5M". Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. It is one of four weapons given proper camouflage with the "Camo Weapon Pack" DLC - it is given a blood-splattered woodland finish referred to as "Blood camo". Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.

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H&K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm
File:KF-MP5.jpg
The MP5M in-game.
File:KF-MP5Reload.jpg
Reloading the MP5M; a process similar to the FAL from Call of Duty: Modern Warfare 2, only with less clipping issues and more HK Slap.
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Promotional image of the MP5M with "blood camo".

Heckler & Koch MP7

One of the Medic perk's primary weapons is the Heckler & Koch MP7, referred to as "MP7M" in game. As a Medic weapon, it is equipped with a medication dart launcher, allowing the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM.

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Heckler & Koch MP7 - 4.6x30mm
File:Killing floor MP7.jpg
A Heckler & Koch MP7 in Killing Floor

Thompson Submachine Gun

Multiple versions of the Thompson Submachine Gun have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both Killing Floor and Red Orchestra 2: Rising Storm, while the second Community Weapon Pack includes a "steampunk" version of the weapon referred to as "Dr. T's Lead Delivery System". As stated, both load from drum magazines, the Rising Storm version holding 50 rounds and the LDS holding 40; being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.

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Colt M1928 Thompson - .45 ACP
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Colt M1A1 Thompson - .45 ACP
File:KF-Thompson.jpg
The M1A1 "Tommy Gun" in-game.
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The M1928 "Rising Storm Tommy Gun" in-game.
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And the M1928 "Dr. T's Lead Delivery System".
File:KF-ThompsonReload.jpg
A group of Clots watch from afar as a player pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.

MAC-10

A Firebug weapon, the MAC-10 chambered in .45 is equipped with the standard two stage suppressor and a 30 round magazine, although this can be extended to 47 with a high enough Firebug perk. Has semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the chamber will immediately lock closed upon pressing the reload key, just so the player can pull it open after replacing the magazine.

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Ingram MAC-10 with suppressor - .45 ACP
File:Killingfloormac10.jpg
Killing Floor MAC-10 in-game.

TDI Vector

Named the "Schneidzekk Medic Gun", the TDI Vector was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It loads with 30-round magazines which for some reason only hold 25 bullets. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights.

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TDI Vector - .45 ACP
File:KF-Vector.jpg
The Schneidzekk in-game.
File:KF-VectorReload.jpg
Reloading the Schneidzekk.

Shotguns

12 Gauge Double Barreled Shotgun

A double barreled hunting shotgun is available in the game. It is incredibly powerful at close-range, though it cannot be reloaded until both shells are expended.

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Stoeger/IGA coach gun - 12 Gauge
File:Killing floor Shotgun.jpg
A double-barreled shotgun in Killing Floor

AA-12 CQB

The main weapon of the Support Specialist perk is an AA-12 CQB automatic shotgun. It uses 20-round drum magazines. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack.

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AA-12 CQB - 12 Gauge
File:Killing floor AA12.jpg
An AA-12 in Killing Floor
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Promotional image of the Golden AA12.

Benelli M3 Super 90

The basic shotgun in the game is a Benelli M3 Super 90 with a weaponlight mounted. In-game it is only pump-action. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.

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Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge
File:Killing floor M3.jpg
A Benelli M3 Super 90 in Killing Floor
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Promotional image of the Benelli M3 Super 90 with "blood camo".

Benelli M4 Super 90

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

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Benelli M4 Super 90 with 6-round tube - 12 Gauge.
File:KF-BenelliM4.jpg
A special forces soldier stares down a Scrake with a Combat Shotgun.
File:KF-BenelliM4Reload.jpg
Reloading the Combat Shotgun.
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The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.

Kel-Tec KSG

Appearing as the "HSG-1 Shotgun", a modified version of the Kel-Tec KSG appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its "futuristic" appearance, the KSG makes strange "power-up" type sounds when a new magazine is inserted or the handle is pumped.

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Kel-Tec KSG - 12 Gauge
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The "HSG-1 Shotgun".

Winchester Model 1897 Trench Gun

Added to the game with the 2012 Halloween update is the Trench Gun version of the Winchester Model 1897. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth.

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Winchester M1897 "Trench Gun" - 12 Gauge
File:KF-Trenchgun.jpg
The "Dragon's Breath Trenchgun" in-game.

Rifles

Winchester Model 1894

One of the cheapest weapons in the game is a Winchester Model 1894. In previous versions, it has been referred to as the "Winchester". It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.

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Winchester Model 1894 - .30-30
File:Killing floor lever action.jpg
A Winchester Model 1894 in Killing Floor


Short Magazine Lee-Enfield No. 4 Mk. I

Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original SMLE, but rather a "steampunk"-style weapon named the "Single-Piston Long Musket". As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with Call of Duty: Finest Hour and ZombiU of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.

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Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British
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Promotional image showing the "Single-Piston Long Musket" in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.
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Another promotional image of the "Single-Piston Long Musket".

Assault Rifles and Carbines

Colt M4A1 Carbine

The M4A1 was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the "M4", fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the "M4 203", using iron sights rather than the M68 CCO and fitted with a Knight's Armament M203A1 grenade launcher which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.

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Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO
File:KF-M4.jpg
In-game "M4". Note the player uses the magwell as an improvised foregrip.
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Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm
File:KF-M4M203.jpg
In-game "M4 203".
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Promotional image of the M4A1 with digital camo.

L22 Prototype

The first of the Commando-perk weapons is the L22 prototype, dubbed the "Bullpup". It has a mounted EOTech red dot sight which is unrealistic as the rail for the l22 would be unable to hold the Eotech in place as the Eotech requires a picatiiny rail, and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place.

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L22 prototype with SUSAT scope - 5.56x45mm
File:Killing floor L22A1.gif
An L22 prototype in Killing Floor
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The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.

Romanian Draco AK Carbine

A Romanian AK Draco carbine, referred to as an "AK47" and fitted with an AIMS-style folding stock, is the second Commando weapon. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update.

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Romanian Draco AK Carbine - 7.62x39mm
File:Killing floor AK 1.jpg
A Romanian AK Draco carbine in Killing Floor
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A dropped Draco carbine. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on.
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The Golden AK47: the Draco carbine with gold plating or engraving on everything but the pistol grip.

MKb42(H)

The Halloween 2012 event added the MKb42 to the game as another Commando weapon. Like the other assault rifles, its 30-round capacity can be increased to 37 with high Commando levels.

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Haenel MKb 42(H) - 7.92x33mm Kurz
File:KF-MKb42.jpg
MKb42 in-game

Battle Rifles

FN FAL 50.00

Added for the 2012 summer event, the FN FAL 50.00 is a new, powerful Commando weapon. Like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.

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FN FAL 50.00 - 7.62x51mm NATO
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L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO
File:KF-FAL.jpg
The FAL in-game.
File:KF-FALACOG.jpg
Aiming through the ACOG scope on the FAL.

FN SCAR-H STD (Mark 17 Mod 0)

The FN SCAR-H STD, appears as the "SCARMK17", is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game, and also features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.

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Third Generation FN SCAR-H STD - 7.62x51mm NATO
File:Killing floor SCAR H.jpg
In-game "SCARMK17".

Mark 14 Mod 0 Enhanced Battle Rifle

One of the primary Sharpshooter weapons in the game is a Mk. 14 Mod. 0 EBR rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'.

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Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO
File:Killing floor M14 EBR.jpg
A Mk. 14 Mod 0 EBR in Killing Floor

Kel-Tec RFB Carbine

A futuristic Kel-Tec RFB Carbine looking weapon, called the "M7A3", was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it. The design shares a number of features with this concept art for a caseless 5.72mm rifle, though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30.

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Kel-Tec RFB Carbine - 7.62x51mm NATO
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Promotional image of the M7A3.
File:KF-M7A3.jpg
The M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.
File:KF-M7A3Reload.jpg
Reloading the M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.

Sniper Rifles

Barrett M99

Appearing as the "M99 AMR", the Barrett M99 is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.

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Barrett M99 - .50 BMG
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Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.

Explosives

L2A2

The standard grenade, players are equipped with the L2A2. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can "stack" them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.

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L2A2 High-Explosive Fragmentation grenade
Trader image for the in-game L2A2.

M79 Grenade Launcher

An M79 grenade launcher can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update.

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M79 grenade launcher - 40mm
File:Killing floor M79.jpg
An M79 grenade launcher in Killing Floor.
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A gold-plated M79.
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Reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.

Milkor MGL Mk 1S

A Milkor MGL Mk 1S with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1.

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Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
File:Killing floor M32.jpg
An M32 MGL in Killing Floor.
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Promotional image of the MGL with digital camouflage.

M203A1 Grenade Launcher

The M203A1 grenade launcher is mounted on the "M4 203" version of the M4A1 carbine.

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M203A1 mounted on an M4A1 carbine - 40x46mm
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M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.
File:KF-M4M203.jpg
"M4 203" in-game

LAW 80

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

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LAW 80 - 94mm
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A "LAW" lying discarded on the ground in Killing Floor
File:Killing floor LAW 2.jpg
The "LAW" in Killing Floor