Error creating thumbnail: File missing Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Insurgency: Sandstorm: Difference between revisions
PyramidHead (talk | contribs) m (→RPG-7) |
AgentHotel (talk | contribs) (Adding a couple of mounted guns, readjusting the screenshots' px & listed guns alphabetically for consistency, updating the release date into the official one, changing some wordings & correcting the M1911 into the proper in-game A1 variant.) |
||
Line 3: | Line 3: | ||
|name=Insurgency: Sandstorm | |name=Insurgency: Sandstorm | ||
|picture=Insurgency_sandstorm.jpg | |picture=Insurgency_sandstorm.jpg | ||
|date= | |date= December 12, 2018 | ||
|developer=New World Interactive | |developer=New World Interactive | ||
|publisher=New World Interactive | |publisher=New World Interactive | ||
Line 10: | Line 10: | ||
}} | }} | ||
'''''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, lager maps usable vehicles, new reload mechanics and much more features to come | '''''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, lager maps usable vehicles, new reload mechanics and much more features to come. | ||
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 | 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''. ''' | '''The following weapons appear in the video game ''Insurgency: Sandstorm''. ''' | ||
Line 19: | Line 19: | ||
=Pistols= | =Pistols= | ||
==Beretta M9== | ==Beretta M9== | ||
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 | 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. | ||
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]] | [[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]] | ||
[[File:SandstormM9.jpeg|thumb|none|650px|The M9, idle.]] | [[File:SandstormM9.jpeg|thumb|none|650px|The M9, idle.]] | ||
Line 27: | Line 27: | ||
==Browning Hi-Power== | ==Browning Hi-Power== | ||
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another | Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point. | ||
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]] | [[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]] | ||
[[File:SandstormHP.jpeg|thumb|none|650px|The Hi-Power idles at the range.]] | [[File:SandstormHP.jpeg|thumb|none|650px|The Hi-Power idles at the range.]] | ||
Line 34: | Line 34: | ||
[[File:SandstormHPempty.jpeg|thumb|none|650px|The operator feeds his Hi-Power a new magazine from empty.]] | [[File:SandstormHPempty.jpeg|thumb|none|650px|The operator feeds his Hi-Power a new magazine from empty.]] | ||
==Colt | ==Colt M1911A1== | ||
The classic .45 [[ | The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has diamond grips with wide hammer spur and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol. | ||
[[ | [[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911 - .45 ACP]] | ||
[[File:Sandstorm1911 1.jpeg|thumb|none|650px|Holding another member of the John Moses Browning family at rest.]] | [[File:Sandstorm1911 1.jpeg|thumb|none|650px|Holding another member of the John Moses Browning family at rest.]] | ||
[[File:Sandstorm1911sights.jpeg|thumb|none|650px|Sights.]] | [[File:Sandstorm1911sights.jpeg|thumb|none|650px|Sights.]] | ||
Line 43: | Line 43: | ||
==Colt M45A1== | ==Colt M45A1== | ||
The [[Colt XSE|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 | The [[Colt XSE|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. | ||
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]] | [[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]] | ||
[[File:SandstormM45 1.jpeg|thumb|none|650px|Holding the M1911's younger brother at the range.]] | [[File:SandstormM45 1.jpeg|thumb|none|650px|Holding the M1911's younger brother at the range.]] | ||
Line 51: | Line 51: | ||
==Glock 17== | ==Glock 17== | ||
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17." In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that that 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, the pistol in-game is built off of said parts kit (specifically the V2 model), its the addition of an aftermarket slide with diagonal cocking serrations. | A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17." In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that that 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, the pistol in-game is built off of said parts kit (specifically the V2 model), its the addition of an aftermarket slide with diagonal cocking serrations. It is currently the most expensive Security's pistol costing 3 supply points. | ||
[[File:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm Parabellum]] | [[File:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm Parabellum]] | ||
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]] | [[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]] | ||
Line 60: | Line 60: | ||
==Makarov PM== | ==Makarov PM== | ||
The [[Makarov PM]] is another pistol available to the Insurgents. It is the weakest | The [[Makarov PM]] is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point. | ||
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]] | [[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]] | ||
[[File:MakarovSandstorm1.jpeg|thumb|none|650px|An idle Makarov waits patiently.]] | [[File:MakarovSandstorm1.jpeg|thumb|none|650px|An idle Makarov waits patiently.]] | ||
Line 76: | Line 76: | ||
==Tariq== | ==Tariq== | ||
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 | 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. | ||
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]] | [[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]] | ||
[[File:SandstormTariq1.jpeg|thumb|none|650px|On the range with the M9's single-stack Iraqi older cousin.]] | [[File:SandstormTariq1.jpeg|thumb|none|650px|On the range with the M9's single-stack Iraqi older cousin.]] | ||
Line 84: | Line 84: | ||
=Submachine Guns= | =Submachine Guns= | ||
==Heckler & Koch MP5A2== | ==Heckler & Koch MP5A2== | ||
The March 2019 Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant, which features the early "slimline" handguard and "waffle" magazine. | The March 2019 Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant, which features the early "slimline" handguard and "waffle" magazine. | ||
Line 118: | Line 103: | ||
When fitted with a suppressor, the Security's [[MP5A5]] turns into an [[MP5SD6]]. | When fitted with a suppressor, the Security's [[MP5A5]] turns into an [[MP5SD6]]. | ||
[[File:H&KMP5SD6.jpg|thumb|none|400px|Heckler & Koch MP5SD6 - 9x19mm Parabellum]] | [[File:H&KMP5SD6.jpg|thumb|none|400px|Heckler & Koch MP5SD6 - 9x19mm Parabellum]] | ||
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none| | [[File:Sandstorm_MP5SD6_1.jpg|thumb|none|650px|The MP5SD6 held idle.]] | ||
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none| | [[File:Sandstorm_MP5SD6_2.jpg|thumb|none|650px|Reloading the MP5SD6.]] | ||
==Heckler & Koch MP7A1== | |||
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. The base gun costs 4 supply points. | |||
[[Image:H&K MP71A1.jpg|400px|thumb|none|Heckler & Koch MP7A1 - 4.6x30mm]] | |||
[[File:SandstormMP7.jpeg|thumb|none|650px|A stock MP7 patiently waiting to operate.]] | |||
[[File:SandstormMP7sights.jpeg|thumb|none|650px|The operator checks his sight alignment.]] | |||
[[File:SandstormMP7reload1.jpeg|thumb|none|650px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]] | |||
==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. | |||
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]] | |||
[[File:SandstormUzi1.jpeg|thumb|none|650px|The operator on the range with a standard Uzi. Note custom charging handle.]] | |||
[[File:SandstormUzisights.jpeg|thumb|none|650px|Aiming.]] | |||
[[File:SandstormUzireload1.jpeg|thumb|none|650px|Reloading gives the operator an opportunity to show off the details on his Uzi, as well as the fully extended stock.]] | |||
[[File:SandstormUziEmpty.jpeg|thumb|none|650px|Pulling the custom charging handle during an empty reload.]] | |||
=Assault Rifles= | =Assault Rifles= | ||
==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 | 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. | ||
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]] | [[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]] | ||
[[File:SandstormAK741.jpeg|thumb|none|650px|The AK-74N at the range.]] | [[File:SandstormAK741.jpeg|thumb|none|650px|The AK-74N at the range.]] | ||
Line 147: | Line 139: | ||
==AKMN== | ==AKMN== | ||
The [[AKM|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 is one of the cheapest | The [[AKM|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 is one of the cheapest Insurgents' weapons available, costing 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. | ||
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]] | [[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]] | ||
[[File:SandstormAKM1.jpeg|thumb|none|650px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]] | [[File:SandstormAKM1.jpeg|thumb|none|650px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]] | ||
Line 153: | Line 145: | ||
[[File:SandstormAKMreload1.jpeg|thumb|none|650px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]] | [[File:SandstormAKMreload1.jpeg|thumb|none|650px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]] | ||
[[File:SandstormAKMreloadempty.jpeg|thumb|none|650px|Preparing to pull the charging handle.]] | [[File:SandstormAKMreloadempty.jpeg|thumb|none|650px|Preparing to pull the charging handle.]] | ||
==Alpha AK== | |||
The Alpha AK, a customized [[AK-47|AK]] used by the Russian Spetsnaz Alpha Group and featuring a Zenit RIS handguard and a railed dust cover, is a new Insurgents' weapon in ''Sandstorm'' available to the Advisor class which costs 4 supply points. It is fitted with a Tromix extended charging handle, and is stated to be chambered in 7.62x39mm via in-game stats, despite being clearly modeled with a 5.45x39mm magazine. | |||
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]] | |||
[[File:SandstormAlphaAK1.jpeg|thumb|none|650px|A tacticool AK on the range.]] | |||
[[File:SandstormAlphaAKsights.jpeg|thumb|none|650px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]] | |||
[[File:SandstormAlphaAKreload1.jpeg|thumb|none|650px|Rocking in a new magazine. Fast reloads for all AK family weapons have the player character knocking out the old magazine with the new.]] | |||
[[File:SandstormAlphaAkempty.jpeg|thumb|none|650px|Pulling 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.]] | |||
==Enfield L85A2== | |||
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. | |||
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]] | |||
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]] | |||
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]] | |||
[[File:Sandstorm_L85A2.jpg|thumb|none|650px|Playing around on the range with the Anglo bullpup in question.]] | |||
[[File:Sandstorm_L85A2_Rails.jpg|thumb|none|650px|As said above, adding a foregrip or laser/light will swap the plastic handguard to the Daniel Defense version.]] | |||
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|650px|The iron sights, very adequate for a modern assault rifle.]] | |||
[[File:Sandstorm_L85A2_1.jpg|thumb|none|650px|The reload begins first by dropping the mag...]] | |||
[[File:Sandstorm_L85A2_2.jpg|thumb|none|650px|Inserting a fresh one, hitting the bolt release...]] | |||
[[File:Sandstorm_L85A2_3.jpg|thumb|none|650px|Before doing the karate chop to make sure the bolt's fully home.]] | |||
==Heckler & Koch G36K== | |||
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. It costs 4 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. | |||
[[Image:HKG36KR.jpg|thumb|none|500px|H&K G36KV - 5.56x45mm NATO]] | |||
[[File:Sandstorm_G36K.jpg|thumb|none|650px|The G36K in all its melting glory.]] | |||
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|650px|The iron sights, fairly big and wide which is nice for CQC.]] | |||
[[File:Sandstorm_G36K_1.jpg|thumb|none|650px|The reload starts with a simple grab of the mag...]] | |||
[[File:Sandstorm_G36K_2.jpg|thumb|none|650px|Followed by a fresh mag and a tug of the charging handle. The speed reload is similar.]] | |||
==HS Produkt VHS== | ==HS Produkt VHS== | ||
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears as a new weapon for the Security | The [[HS Produkt VHS|HS Produkt VHS-D2]] appears as a new weapon for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. | ||
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]] | [[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]] | ||
[[Image: | [[Image:Sandstorm_VHS-2.jpg|thumb|none|650px|The VHS-2, out of its humble Balkan element.]] | ||
[[Image: | [[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|650px|Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]] | ||
[[Image: | [[Image:Sandstorm_VHS-2_1.jpg|thumb|none|650px|Yanking the old mag out...]] | ||
[[Image: | [[Image:Sandstorm_VHS-2_2.jpg|thumb|none|650px|Before seating the new one and hitting the bolt release.]] | ||
==M4A1== | ==M4A1== | ||
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. It is usable by the Security Rifleman, Demolitions, | 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. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. | ||
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]] | [[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]] | ||
[[File:SandstormM4.jpeg|thumb|none|650px|A standard M4A1 just begging to be mag dumped.]] | [[File:SandstormM4.jpeg|thumb|none|650px|A standard M4A1 just begging to be mag dumped.]] | ||
Line 171: | Line 191: | ||
==Mk 18 Mod 1== | ==Mk 18 Mod 1== | ||
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs | 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. | ||
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]] | [[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]] | ||
[[File:SandstormMK18.jpeg|thumb|none|650px|The operator with the M4's shorter cousin.]] | [[File:SandstormMK18.jpeg|thumb|none|650px|The operator with the M4's shorter cousin.]] | ||
Line 179: | Line 199: | ||
==M16A2== | ==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. It costs 3 Supply, and is usable by the Insurgent Rifleman, Demolitions, | 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. It costs 3 Supply, and is usable by the Insurgent Rifleman, Demolitions, Commander, and Observer classes. The M16A2 also gains a heat shield handguard when a launcher is mounted. | ||
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]] | [[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]] | ||
[[File:Is_m16a2_1.jpg|thumb|none|650px|An insurgent enjoys the pretty scenery with his M16A2.]] | [[File:Is_m16a2_1.jpg|thumb|none|650px|An insurgent enjoys the pretty scenery with his M16A2.]] | ||
Line 188: | Line 208: | ||
==M16A4== | ==M16A4== | ||
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 3 | The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 3 supply points. It is usable by the Security Rifleman, Demolitions, Observer, and Commander classes. | ||
[[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]] | [[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]] | ||
[[File:SandstormM16A4-1.jpeg|thumb|none|650px|The operator with a more contemporary M16.]] | [[File:SandstormM16A4-1.jpeg|thumb|none|650px|The operator with a more contemporary M16.]] | ||
Line 195: | Line 215: | ||
[[File:SandstormM16A4empty.jpeg|thumb|none|650px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]] | [[File:SandstormM16A4empty.jpeg|thumb|none|650px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]] | ||
== | == Norinco QBZ-03== | ||
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. It costs 5 supply points, making the currently most expensive assault rifle for Insurgent. | |||
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. | |||
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]] | [[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]] | ||
[[Image: | [[Image:Sandstorm_QBZ-03.jpg|thumb|none|650px|A rare sight in most games, the QBZ-03 export model basking at the top of villa.]] | ||
[[Image: | [[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|650px|Aiming with the sights, a tad small but still useful.]] | ||
[[Image: | [[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|650px|Reloading starts with swapping the magazines, fairly AR-like.]] | ||
[[Image: | [[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|650px|However shaking it up with an AK style underhand charging handle rack.]] | ||
=Battle Rifles= | =Battle Rifles= | ||
==FN FAL== | ==FN FAL== | ||
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgent Rifleman, Demolitions, Observer, and | The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgent 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. | ||
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]] | [[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]] | ||
[[File: | [[File:Sandstorm_FAL.jpg|thumb|none|650px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]] | ||
[[File: | [[File:Sandstorm_FAL_Sights.jpg|thumb|none|650px|The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]] | ||
[[File: | [[File:Sandstorm_FAL_1.jpg|thumb|none|650px|The reload begins with a swapping of the mags...]] | ||
[[File: | [[File:Sandstorm_FAL_2.jpg|thumb|none|650px|Before yanking the charging handle, releasing the bolt. The fast reload differs by using the FAL's bolt release instead.]] | ||
==FN SCAR-H STD== | ==FN SCAR-H STD== | ||
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 | Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points. | ||
[[Image:FN SCAR-H STD.jpg|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]] | [[Image:FN SCAR-H STD.jpg|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]] | ||
[[File: | [[File:Sandstorm_SCAR-H.jpg|thumb|none|650px|The operator with SCAR gazes upon the technical it helped stop.]] | ||
[[File: | [[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|650px|The iron sights, thin but good.]] | ||
[[File: | [[File:Sandstorm_SCAR-H_1.jpg|thumb|none|650px|After firing the SCAR into the windshield, he first swaps the mags...]] | ||
[[File: | [[File:Sandstorm_SCAR-H_2.jpg|thumb|none|650px|Before leaning over Project Reality style to watch the bolt go home.]] | ||
== | ==Heckler & Koch G3A3== | ||
The [[Heckler & Koch G3A3]] officially appears in the game. It is usable by the Security | 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. | ||
[[Image:HKG3A3.jpg|thumb|none|500px| | [[Image:HKG3A3.jpg|thumb|none|500px|Heckler & Koch G3A3 - 7.62x51mm NATO]] | ||
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]] | [[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]] | ||
[[File: | [[File:Sandstorm_G3A3.jpg|thumb|none|650px|The operator approaches the mansion with his G3.]] | ||
[[File: | [[File:Sandstorm_G3A3_Sights.jpg|thumb|none|650px|The iron sights, set to the 100m open notch.]] | ||
[[File: | [[File:Sandstorm_G3A3_1.jpg|thumb|none|650px|In a smart move, the G3's reload starts by opening the bolt and removing the mag.]] | ||
[[File: | [[File:Sandstorm_G3A3_2.jpg|thumb|none|650px|Before inserting the new mag and palming the charging handle down. The fast reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.]] | ||
==Mk 14 Mod 1 Enhanced Battle Rifle== | ==Mk 14 Mod 1 Enhanced Battle Rifle== | ||
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security Marksman | The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security's Marksman and Advisor classes. It costs 5 supply points. | ||
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]] | [[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]] | ||
[[File: | [[File:Sandstorm_Mk_14.jpg|thumb|none|650px|The M14 EBR, in the sunshine and cool breeze.]] | ||
[[File: | [[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|650px|The M14's classic sights, and the selector flipped from "sensible" to "fun". Note the NWI trademark over the normal roll mark with the serial numbers.]] | ||
[[File: | [[File:Sandstorm_Mk_14_1.jpg|thumb|none|650px|After spraying the countryside with 7.62 in full-auto, the marksman swaps mags...]] | ||
[[File: | [[File:Sandstorm_Mk_14_2.jpg|thumb|none|650px|Before leaning over and giving the charging handle a rack.]] | ||
==Norinco SKS-D== | ==Norinco SKS-D== | ||
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a "paratrooper" barrel, but now it also has its 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 | The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a "paratrooper" barrel, but now it also has its 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. | ||
[[Image:NorincoSKS-D.jpg|thumb|none|500px|Norinco SKS-D - 7.62x39mm]] | [[Image:NorincoSKS-D.jpg|thumb|none|500px|Norinco SKS-D - 7.62x39mm]] | ||
[[File: | [[File:Sandstorm_SKS-D.jpg|thumb|none|650px|The tracksuits insurgent with his SKS-D, still in the classic wood stock.]] | ||
[[File: | [[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|650px|Lining the 40's vintage sights on a steel target. Note the serial numbers.]] | ||
[[File: | [[File:Sandstorm_SKS-D_1.jpg|thumb|none|650px|Reloading starts with a simple swap of the mags...]] | ||
[[File: | [[File:Sandstorm_SKS-D_2.jpg|thumb|none|650px|Before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]] | ||
=Machine Guns= | =Machine Guns= | ||
==M240B== | ==M240B== | ||
The [[M240B]] GPMG was added in the March 2019 Content Update as the Security Gunner class | The [[M240B]] GPMG was added in the March 2019 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. | ||
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]] | [[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]] | ||
[[File:Sandstorm_M240B_menu.jpg|thumb|none| | [[File:Sandstorm_M240B_menu.jpg|thumb|none|650px|The weapon select menu image of the M240B.]] | ||
[[File:Sandstorm_M240B_1.jpg|thumb|none| | [[File:Sandstorm_M240B_1.jpg|thumb|none|650px|The M240B held idle. Note the loaded 50-round cloth pouch.]] | ||
[[File:Sandstorm_M240B_2.jpg|thumb|none| | [[File:Sandstorm_M240B_2.jpg|thumb|none|650px|Aiming down the default iron sights of the M240B.]] | ||
[[File:Sandstorm_M240B_3.jpg|thumb|none| | [[File:Sandstorm_M240B_3.jpg|thumb|none|650px|Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.]] | ||
==M249-E2 SAW== | ==M249-E2 SAW== | ||
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security Gunner class, costing 3 | The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights. | ||
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]] | [[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]] | ||
[[File:Sandstorm_M249_menu.jpg|thumb|none| | [[File:Sandstorm_M249_menu.jpg|thumb|none|650px|The weapon select menu image of the M249.]] | ||
[[File:Sandstorm_M249_1.jpg|thumb|none| | [[File:Sandstorm_M249_1.jpg|thumb|none|650px|The M249 held idle.]] | ||
[[File:Sandstorm_M249_2.jpg|thumb|none| | [[File:Sandstorm_M249_2.jpg|thumb|none|650px|Aiming down the default iron sights of the M249.]] | ||
[[File:Sandstorm_M249_3.jpg|thumb|none| | [[File:Sandstorm_M249_3.jpg|thumb|none|650px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]] | ||
==MG3== | ==MG3== | ||
The [[MG3]] was added to the game during the March 2019 Content Update as another | The [[MG3]] was added to the game during the March 2019 Content Update as another Insurgents' primary weapon for the 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. | ||
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]] | [[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]] | ||
[[File:Sandstorm_MG3_menu.jpg|thumb|none| | [[File:Sandstorm_MG3_menu.jpg|thumb|none|650px|The weapon select menu image of the MG3.]] | ||
[[File:Sandstorm_MG3_1.jpg|thumb|none| | [[File:Sandstorm_MG3_1.jpg|thumb|none|650px|The MG3 held idle while using the 50-round drum.]] | ||
[[File:Sandstorm_MG3_2.jpg|thumb|none| | [[File:Sandstorm_MG3_2.jpg|thumb|none|650px|Aiming down the default iron sights of the MG3.]] | ||
[[File:Sandstorm_MG3_3.jpg|thumb|none| | [[File:Sandstorm_MG3_3.jpg|thumb|none|650px|Reloading the MG3 with the bipod deployed.]] | ||
[[File:Sandstorm_MG3_4.jpg|thumb|none| | [[File:Sandstorm_MG3_4.jpg|thumb|none|650px|Firing the MG3 when equipped with the 100-round belt in a box.]] | ||
[[File:Sandstorm_MG3_5.jpg|thumb|none| | [[File:Sandstorm_MG3_5.jpg|thumb|none|650px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.]] | ||
==PKM== | ==PKM== | ||
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the | The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the Insurgents' counterpart to the M240B, 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. | ||
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]] | [[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]] | ||
[[File:Sandstorm_PKM_menu.jpg|thumb|none| | [[File:Sandstorm_PKM_menu.jpg|thumb|none|650px|The weapon select menu image of the PKM.]] | ||
[[File:Sandstorm_PKM_1.jpg|thumb|none| | [[File:Sandstorm_PKM_1.jpg|thumb|none|650px|The PKM held idle.]] | ||
[[File:Sandstorm_PKM_2.jpg|thumb|none| | [[File:Sandstorm_PKM_2.jpg|thumb|none|650px|Aiming down the default iron sights of the PKM.]] | ||
[[File:Sandstorm_PKM_3.jpg|thumb|none| | [[File:Sandstorm_PKM_3.jpg|thumb|none|650px|Reloading the empty PKM by removing the box...]] | ||
[[File:Sandstorm_PKM_4.jpg|thumb|none| | [[File:Sandstorm_PKM_4.jpg|thumb|none|650px|... then loading a new box while replacing the belt from the right side of the weapon.]] | ||
=Shotguns= | =Shotguns= | ||
==Remington 870== | ==Remington 870== | ||
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 | 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 Breacher class and costs 2 supply points. | ||
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]] | [[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]] | ||
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]] | [[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]] | ||
[[File:Sandstorm_M870_menu.jpg|thumb|none| | [[File:Sandstorm_M870_menu.jpg|thumb|none|650px|The weapon select menu image of the M870.]] | ||
[[File:Sandstorm_M870_1.jpg|thumb|none| | [[File:Sandstorm_M870_1.jpg|thumb|none|650px|The M870 held idle.]] | ||
[[File:Sandstorm_M870_2.jpg|thumb|none| | [[File:Sandstorm_M870_2.jpg|thumb|none|650px|Aiming down the default iron sights of the M870.]] | ||
[[File:Sandstorm_M870_3.jpg|thumb|none| | [[File:Sandstorm_M870_3.jpg|thumb|none|650px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: "MODEL 870 EXPRESS BREACHER".]] | ||
[[File:Sandstorm_M870_4.jpg|thumb|none| | [[File:Sandstorm_M870_4.jpg|thumb|none|650px|The operator chamber-loads the M870 when reloading from empty.]] | ||
==TOZ-194== | ==TOZ-194== | ||
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 | 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. | ||
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]] | [[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]] | ||
[[File:Sandstorm_TOZ194_menu.jpg|thumb|none|600px|The weapon select menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]] | [[File:Sandstorm_TOZ194_menu.jpg|thumb|none|600px|The weapon select menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]] | ||
[[File:Sandstorm_TOZ194_1.jpg|thumb|none| | [[File:Sandstorm_TOZ194_1.jpg|thumb|none|650px|The TOZ-194 held idle.]] | ||
[[File:Sandstorm_TOZ194_2.jpg|thumb|none| | [[File:Sandstorm_TOZ194_2.jpg|thumb|none|650px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]] | ||
[[File:Sandstorm_TOZ194_3.jpg|thumb|none| | [[File:Sandstorm_TOZ194_3.jpg|thumb|none|650px|Inserting new shells into the magazine tube after taking care of the radicalised canned food.]] | ||
[[File:Sandstorm_TOZ194_4.jpg|thumb|none| | [[File:Sandstorm_TOZ194_4.jpg|thumb|none|650px|The operator chamber-loads the TOZ-194 when reloading from empty.]] | ||
=Sniper Rifles/Anti-Materiel Rifles= | =Sniper Rifles/Anti-Materiel Rifles= | ||
==Remington M24== | ==Remington M24== | ||
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 | The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| 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. | ||
[[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]] | [[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]] | ||
[[File:Sandstorm_M24_menu.jpg|thumb|none| | [[File:Sandstorm_M24_menu.jpg|thumb|none|650px|The weapon select menu image of the M24.]] | ||
[[File:Sandstorm_M24_1.jpg|thumb|none| | [[File:Sandstorm_M24_1.jpg|thumb|none|650px|The M24 held idle.]] | ||
[[File:Sandstorm_M24_2.jpg|thumb|none| | [[File:Sandstorm_M24_2.jpg|thumb|none|650px|Aiming down the default iron sights of the M24.]] | ||
[[File:Sandstorm_M24_3.jpg|thumb|none| | [[File:Sandstorm_M24_3.jpg|thumb|none|650px|Cycling the bolt of the M24.]] | ||
[[File:Sandstorm_M24_4.jpg|thumb|none| | [[File:Sandstorm_M24_4.jpg|thumb|none|650px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]] | ||
==Mosin Nagant 1891/30== | ==Mosin Nagant 1891/30== | ||
The [[Mosin Nagant]] costs 2 | 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. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply. | ||
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]] | [[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]] | ||
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]] | [[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]] | ||
[[File:Sandstorm_Mosin_menu.jpg|thumb|none| | [[File:Sandstorm_Mosin_menu.jpg|thumb|none|650px|The weapon select menu image of the Mosin Nagant.]] | ||
[[File:Sandstorm_Mosin_1.jpg|thumb|none| | [[File:Sandstorm_Mosin_1.jpg|thumb|none|650px|The Mosin Nagant held idle, far from it's home on the Eastern Front. Note the hex receiver.]] | ||
[[File:Sandstorm_Mosin_2.jpg|thumb|none| | [[File:Sandstorm_Mosin_2.jpg|thumb|none|650px|Aiming down the default iron sights of the Mosin Nagant.]] | ||
[[File:Sandstorm_Mosin_3.jpg|thumb|none| | [[File:Sandstorm_Mosin_3.jpg|thumb|none|650px|Cycling the straight bolt handle of the Mosin Nagant.]] | ||
[[File:Sandstorm_Mosin_4.jpg|thumb|none| | [[File:Sandstorm_Mosin_4.jpg|thumb|none|650px|Reloading the Mosin Nagant with a stripper clip.]] | ||
[[File:Sandstorm_Mosin_5.jpg|thumb|none| | [[File:Sandstorm_Mosin_5.jpg|thumb|none|650px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the operator cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the Holographic seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]] | ||
==Izhmash SVD Dragunov== | ==Izhmash SVD Dragunov== | ||
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the | The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman and Advisor classes. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights. | ||
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]] | [[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]] | ||
[[File:Sandstorm_SVD_menu.jpg|thumb|none| | [[File:Sandstorm_SVD_menu.jpg|thumb|none|650px|The weapon select menu image of the SVD Dragunov.]] | ||
[[File:Sandstorm_SVD_1.jpg|thumb|none| | [[File:Sandstorm_SVD_1.jpg|thumb|none|650px|The SVD held idle.]] | ||
[[File:Sandstorm_SVD_2.jpg|thumb|none| | [[File:Sandstorm_SVD_2.jpg|thumb|none|650px|Aiming down the default iron sights of the SVD.]] | ||
[[File:Sandstorm_SVD_3.jpg|thumb|none| | [[File:Sandstorm_SVD_3.jpg|thumb|none|650px|Performing a fast reloading on a SVD, by kicking the old magazine out via mag release lever and inserting the new one.]] | ||
[[File:Sandstorm_SVD_4.jpg|thumb|none| | [[File:Sandstorm_SVD_4.jpg|thumb|none|650px|On an empty mag, the operator additionally pulls the charging handle with his right hand.]] | ||
==Barrett M107CQ == | ==Barrett M107CQ == | ||
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] appears in-game as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points. | |||
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] appears in-game as an optional weapon for the Marksman | |||
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]] | [[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]] | ||
[[File: | [[File:Sandstorm_M107CQ.jpg|thumb|none|650px|An M107CQ in the wild, menacing a local white van.]] | ||
[[File: | [[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|650px|The sights, a large rear aperture and a front post, partially obscured by the van.]] | ||
[[File: | [[File:Sandstorm_M107CQ_1.jpg|thumb|none|650px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand.]] | ||
[[File: | [[File:Sandstorm_M107CQ_2.jpg|thumb|none|650px|Before yanking the charging handle and letting it go clunk.]] | ||
==Zijiang M99== | ==Zijiang M99== | ||
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 Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett, given to the | |||
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]] | [[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]] | ||
[[File: | [[File:Sandstorm_M99.jpg|thumb|none|650px|An M99 gazes upon the vanquished technical.]] | ||
[[File: | [[File:Sandstorm_M99_Sights.jpg|thumb|none|650px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too close to the user or walls will cause ear ringing and screen shake.]] | ||
[[File: | [[File:Sandstorm_M99_Scope.jpg|thumb|none|650px|On an unrelated note, a different M99 shows off the gun's unique scope, although it shares the same reticle as the Security's 7x scope.]] | ||
[[File: | [[File:Sandstorm_M99_1.jpg|thumb|none|650px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand.]] | ||
[[File: | [[File:Sandstorm_M99_2.jpg|thumb|none|650px|Before grabbing the charging handle and giving it a yank.]] | ||
=Launchers= | =Launchers= | ||
Line 375: | Line 372: | ||
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''. | The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''. | ||
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]] | [[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]] | ||
[[File: | [[File:Sandstorm_M3_MAAWS.jpg|thumb|none|650px|A M3 MAAWS gazes upon a technical and its dead crewmen.]] | ||
[[File: | [[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|650px|Aiming down the scope with a wide variety of range markings for extended ranges.]] | ||
[[File: | [[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|650px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]] | ||
[[File: | [[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|650px|Before swapping rounds, relatching the tube and going to blow more things up.]] | ||
==M136 AT4== | ==M136 AT4== | ||
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security Demolition class as their single shot launcher of choice. | Another veteran from the previous game, the [[M136 AT4]] is also available to the Security's Demolition class as their single shot launcher of choice. | ||
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]] | [[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]] | ||
[[File: | [[File:Sandstorm_AT4.jpg|thumb|none|650px|The AT4 is held idle, as its user wonders if other cars can explode.]] | ||
[[File: | [[File:Sandstorm_AT4_Sights.jpg|thumb|none|650px|The sights of the AT4, simple and effective...]] | ||
[[File: | [[File:Sandstorm_AT4_1.jpg|thumb|none|650px|Sadly the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]] | ||
==Panzerfaust 3== | ==Panzerfaust 3== | ||
The [[Panzerfaust 3]] is available to the | The [[Panzerfaust 3]] is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough. | ||
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]] | [[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]] | ||
[[File: | [[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|650px|The Panzerfaust in-game, fausting panzers.]] | ||
[[File: | [[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|650px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]] | ||
[[File: | [[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|650px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]] | ||
==RPG-7== | ==RPG-7== | ||
The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction. | The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction. | ||
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | [[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | ||
[[File: | [[File:Sandstorm_RPG-7.jpg|thumb|none|650px|The Insurgents' favorite, the RPG-7 in all its glory.]] | ||
[[File: | [[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|650px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the allusion of it being an over the shoulder weapon and not shoved through the user's chest.]] | ||
[[File: | [[File:Sandstorm_RPG-7_1.jpg|thumb|none|650px|In comparison to the last game, the RPG is reloadable by adding a rocket...]] | ||
[[File: | [[File:Sandstorm_RPG-7_2.jpg|thumb|none|650px|Before raising it to the shoulder and cocking the hammer.]] | ||
=Mounted Weapons= | =Mounted Weapons= | ||
==Browning M2HB== | |||
The [[Browning M2HB]] appears mounted on the Security's technicals as the counterpart of DShK. Some of the unusable low quality M2 machine guns can be found on vehicles in some maps. | |||
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]] | |||
[[File:Sandstorm_M2.jpg|thumb|none|650px|The operator finds the idle white technical with mounted M2HB.]] | |||
[[File:Sandstorm_M2_Sights.jpg|thumb|none|650px|Aiming M2HB. Note the blue written markings at the top cover.]] | |||
[[File:Sandstorm_M2_Prop.jpg|thumb|none|650px|An unusable M2HB mounted at the top of wrecked M1 Abrams tank in Hideout.]] | |||
==DShK heavy machine gun== | ==DShK heavy machine gun== | ||
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' | The [[DShK heavy machine gun| 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 Security's AH-64 Apache (AKA "Assassin") as '''30mm Cannon'''. | ||
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]] | [[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]] | ||
[[File:SandstormDShK-1.jpeg|thumb|none| | [[File:SandstormDShK-1.jpeg|thumb|none|650px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]] | ||
[[File:SandstormDShKusing.jpeg|thumb|none| | [[File:SandstormDShKusing.jpeg|thumb|none|650px|She soon mounts the DShK and prepares to weed her flower field.]] | ||
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|650px|For some bizarre reason the Assassin fires the mounted DShK against rampaging insurgents.]] | |||
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|650px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt.]] | |||
==General Dynamics GAU-19/A== | |||
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (AKA "Cleric"), which is being used by the door gunners. The gun also ejects spent casings when firing. | |||
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]] | |||
[[File:Sandstorm_GAU-19.jpg|thumb|none|650px|The door gunner fires his GAU-19/A with cartridge shower.]] | |||
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|650px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]] | |||
[[Category:Video Game]] | [[Category:Video Game]] | ||
[[Category:First-Person Shooter]] | [[Category:First-Person Shooter]] | ||
[[Category:War]] | [[Category:War]] |
Revision as of 09:10, 16 August 2019
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Insurgency: Sandstorm for current discussions. Content is subject to change. |
|
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, lager maps usable vehicles, new reload mechanics and much more features to come.
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.
Pistols
Beretta M9
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.
Browning Hi-Power
Making its way from Day of Infamy, the Browning Hi-Power is another Insurgents' sidearm. It costs 1 supply point.
Colt M1911A1
The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has diamond grips with wide hammer spur and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.
Colt M45A1
The Colt M45A1 replaces the M45 from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of Sandstorm. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.
Glock 17
A tan-framed Glock 17 is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17." In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the Glock 19M. It appears that that 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, the pistol in-game is built off of said parts kit (specifically the V2 model), its the addition of an aftermarket slide with diagonal cocking serrations. It is currently the most expensive Security's pistol costing 3 supply points.
Makarov PM
The Makarov PM is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point.
SIG-Sauer P226R
Also usable by the Security forces is the SIG-Sauer P226R. It appears under its UK Army designation of L106A1. It costs 2 supply points.
Tariq
The Tariq, an Iraqi clone of the Beretta M1951, is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.
Submachine Guns
Heckler & Koch MP5A2
The March 2019 Content Update added in two variants of the MP5 submachine gun. The Insurgents received the older MP5A2 variant, which features the early "slimline" handguard and "waffle" magazine.
Heckler & Koch MP5A5
The March 2019 Content Update provided Security forces with the MP5A5.
Heckler & Koch MP5SD6
When fitted with a suppressor, the Security's MP5A5 turns into an MP5SD6.
Heckler & Koch MP7A1
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. The base gun costs 4 supply points.
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.
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.
AKS-74UN
The AKS-74U returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 Supply.
AKMN
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 is one of the cheapest Insurgents' weapons available, costing 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.
Alpha AK
The Alpha AK, a customized AK used by the Russian Spetsnaz Alpha Group and featuring a Zenit RIS handguard and a railed dust cover, is a new Insurgents' weapon in Sandstorm available to the Advisor class which costs 4 supply points. It is fitted with a Tromix extended charging handle, and is stated to be chambered in 7.62x39mm via in-game stats, despite being clearly modeled with a 5.45x39mm magazine.
Enfield L85A2
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.
Heckler & Koch G36K
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. It costs 4 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.
HS Produkt VHS
The HS Produkt VHS-D2 appears as a new weapon for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points.
M4A1
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. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes.
Mk 18 Mod 1
The Mk 18 Mod 1 replaces the Mk 18 Mod 0 from the original game, appearing as the Mk. 18 CQBR. 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.
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. It costs 3 Supply, and is usable by the Insurgent Rifleman, Demolitions, Commander, and Observer classes. The M16A2 also gains a heat shield handguard when a launcher is mounted.
M16A4
The M16A4 returns from the previous game and is the cheapest rifle available to the Security forces, costing 3 supply points. It is usable by the Security Rifleman, Demolitions, Observer, and Commander classes.
Norinco QBZ-03
An interesting choice alongside Security's VHS-2, the Insurgents get access to the Norinco QBZ-03, specifically the 5.56 export version. It costs 5 supply points, making the currently most expensive assault rifle for Insurgent.
Battle Rifles
FN FAL
The FN FAL makes its return in the sequel. It is usable by the Insurgent 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.
FN SCAR-H STD
Available to the Security's Advisor class, the FN SCAR-H makes its official debut in Sandstorm as the Mk. 17 Mod 0. It costs 3 supply points.
Heckler & Koch G3A3
The Heckler & Koch G3A3 officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.
Mk 14 Mod 1 Enhanced Battle Rifle
The Mk 14 Mod 1 EBR makes its way back from the previous title. It is available only to the Security's Marksman and Advisor classes. It costs 5 supply points.
Norinco SKS-D
The Norinco SKS-D returns from the previous game. It still has a "paratrooper" barrel, but now it also has its 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.
Machine Guns
M240B
The M240B GPMG was added in the March 2019 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.
M249-E2 SAW
The M249 is a primary weapon usable by the Security Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.
MG3
The MG3 was added to the game during the March 2019 Content Update as another Insurgents' primary weapon for the 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.
PKM
The PKM makes its long-awaited arrival to the series in Sandstorm. It is the Insurgents' counterpart to the M240B, 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.
Shotguns
Remington 870
The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 supply points.
TOZ-194
Also returning from the 2014 Insurgency is the Russian TOZ-194 pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.
Sniper Rifles/Anti-Materiel Rifles
Remington M24
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.
Mosin Nagant 1891/30
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. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply.
Izhmash SVD Dragunov
The Izhmash SVD Dragunov is available to the Insurgents' Marksman and Advisor classes. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
Barrett M107CQ
The Barrett M107CQ appears in-game as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.
Zijiang M99
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.
Launchers
Carl Gustav M3
The Carl Gustav M3 is the standard reusable launcher for the Security faction, and appears under its US Army designation as M3 MAAWS.
M136 AT4
Another veteran from the previous game, the M136 AT4 is also available to the Security's Demolition class as their single shot launcher of choice.
Panzerfaust 3
The Panzerfaust 3 is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough.
RPG-7
The RPG-7 returns from previous games, as the obvious handheld launcher for the Insurgent faction.
Mounted Weapons
Browning M2HB
The Browning M2HB appears mounted on the Security's technicals as the counterpart of DShK. Some of the unusable low quality M2 machine guns can be found on vehicles in some maps.
DShK heavy machine gun
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 Security's AH-64 Apache (AKA "Assassin") as 30mm Cannon.
General Dynamics GAU-19/A
The GAU-19/A is mounted on Security's UH-60 Blackhawk (AKA "Cleric"), which is being used by the door gunners. The gun also ejects spent casings when firing.