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Insurgency: Sandstorm: Difference between revisions
Pyr0m4n14c (talk | contribs) m (→RPG-7: As stated prior, an allusion is a reference to another work or other outside media/information. An illusion is an image/idea that appears to be true, but isn't necessarily actually true.) |
AgentHotel (talk | contribs) (Added grenades, new Galils, screenshots of weapons on the loadout menu, every official renders with citations, new screenshots of M16A2 with updated iron sights & new scope for QBZ-03.) |
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[[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.]] | ||
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]] | |||
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17.]] | [[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17.]] | ||
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after Content Update | [[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]] | ||
[[File:SandstormG17sights.jpeg|thumb|none|600px|Befitting a Glock made out of aftermarket parts to appease the lawyers, the sights are a simple 3 dot style.]] | [[File:SandstormG17sights.jpeg|thumb|none|600px|Befitting a Glock made out of aftermarket parts to appease the lawyers, the sights are a simple 3 dot style.]] | ||
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']] | [[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']] | ||
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=Submachine Guns= | =Submachine Guns= | ||
==Heckler & Koch MP5A2== | ==Heckler & Koch MP5A2== | ||
The | The First Major 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. It costs 3 supply points. | ||
[[Image:HK MP-5 A3.jpg|400px|thumb|none|Heckler & Koch MP5A2 with original "slimline" handguard and straight "waffle"-style magazine - 9x19mm]] | [[Image:HK MP-5 A3.jpg|400px|thumb|none|Heckler & Koch MP5A2 with original "slimline" handguard and straight "waffle"-style magazine - 9x19mm]] | ||
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]] | |||
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]] | |||
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]] | [[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]] | ||
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]] | [[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]] | ||
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==Heckler & Koch MP5A5== | ==Heckler & Koch MP5A5== | ||
The | The First Major Content Update provided Security forces with the [[MP5A5]], costing 3 supply points. | ||
[[File:H&KMP5A5.jpg|400px|thumb|none|Heckler & Koch MP5A5 - 9x19mm Parabellum]] | [[File:H&KMP5A5.jpg|400px|thumb|none|Heckler & Koch MP5A5 - 9x19mm Parabellum]] | ||
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]] | |||
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]] | [[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]] | ||
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]] | [[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]] | ||
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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_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6.]] | |||
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]] | [[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]] | ||
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]] | [[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]] | ||
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A popular community weapon from the previous game, the [[Heckler & Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. | A popular community weapon from the previous game, the [[Heckler & Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. | ||
[[File:H&K MP71A1.jpg|400px|thumb|none|Heckler & Koch MP7A1 - 4.6x30mm]] | [[File:H&K MP71A1.jpg|400px|thumb|none|Heckler & Koch MP7A1 - 4.6x30mm]] | ||
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]] | |||
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]] | [[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]] | ||
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.]] | [[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.]] | ||
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The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points. | The [[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]] | [[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]] | ||
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi.]] | |||
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]] | [[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]] | ||
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]] | [[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]] | ||
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The [[AK-74|AK-74N]] returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. | The [[AK-74|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:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]] | |||
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]] | [[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]] | ||
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]] | [[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]] | ||
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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. | 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:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]] | |||
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]] | [[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]] | ||
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]] | [[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]] | ||
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The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 supply points. | The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 supply points. | ||
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]] | [[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]] | ||
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]] | |||
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]] | [[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]] | ||
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U notch and an AK front post.]] | [[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]] | ||
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]] | [[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]] | ||
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]] | [[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]] | ||
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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. | 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:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]] | ||
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]] | |||
[[File:SandstormAlphaAK1.jpeg|thumb|none|600px|A tacticool AK on the range.]] | [[File:SandstormAlphaAK1.jpeg|thumb|none|600px|A tacticool AK on the range.]] | ||
[[File:SandstormAlphaAKsights.jpeg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]] | [[File:SandstormAlphaAKsights.jpeg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]] | ||
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[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]] | [[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]] | [[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_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]] | |||
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Playing around on the range with the Anglo bullpup in question.]] | [[File:Sandstorm_L85A2.jpg|thumb|none|600px|Playing around on the range with the Anglo bullpup in question.]] | ||
[[File:Sandstorm_L85A2_Rails.jpg|thumb|none|600px|As said above, adding a foregrip or laser/light will swap the plastic handguard to the Daniel Defense version.]] | [[File:Sandstorm_L85A2_Rails.jpg|thumb|none|600px|As said above, adding a foregrip or laser/light will swap the plastic handguard to the Daniel Defense version.]] | ||
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[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|The reload begins first by dropping the mag...]] | [[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|The reload begins first by dropping the mag...]] | ||
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|Inserting a fresh one, hitting the bolt release...]] | [[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|Inserting a fresh one, hitting the bolt release...]] | ||
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px| | [[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]] | ||
==Galil SAR== | |||
The update 1.4 added [[Galil SAR]] from the previous game. It has mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 3 supply points. | |||
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]] | |||
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page.]] | |||
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the mounted bipod and the polymer handguard.]] | |||
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]] | |||
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights towards the questioned targets.]] | |||
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod. The fast reload is similar as AK family weapons have the player character knocking out the old magazine with the new.]] | |||
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the fast empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]] | |||
==Heckler & Koch G36K== | ==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. | 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]] | [[Image:HKG36KR.jpg|thumb|none|500px|H&K G36KV - 5.56x45mm NATO]] | ||
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K.]] | |||
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunion melting glory.]] | [[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunion melting glory.]] | ||
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]] | [[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]] | ||
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The reload starts with a simple grab of the mag...]] | [[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The reload starts with a simple grab of the mag...]] | ||
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px| | [[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...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 faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. | The [[HS Produkt VHS|HS Produkt VHS-D2]] appears on the Update 1.3 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]] | ||
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]] | |||
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]] | [[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]] | ||
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|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:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|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:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]] | [[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]] | ||
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px| | [[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]] | ||
==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 points, and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 also gains a heat shield handguard when a launcher is mounted. | The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique scope, dubbed "A2 Scope". It costs 3 supply points, and is usable by the Insurgents' 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: | [[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]] | ||
[[File: | [[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16, Sandstorm does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]] | ||
[[File: | [[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80's vintage iron sights.]] | ||
[[File: | [[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|Another M16A2 fitted with the A2 scope.]] | ||
[[File: | [[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator inserts a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles.]] | ||
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|Then proceeds to press the bolt release. The fast reload is pretty much the same, but with more high speed and less drag.]] | |||
==M16A4== | ==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's Rifleman, Demolitions, Observer, and Commander classes. | 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's 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:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4.]] | |||
[[File:SandstormM16A4-1.jpeg|thumb|none|600px|The operator with a more contemporary M16.]] | [[File:SandstormM16A4-1.jpeg|thumb|none|600px|The operator with a more contemporary M16.]] | ||
[[File:SandstormM16A4sights.jpeg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]] | [[File:SandstormM16A4sights.jpeg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]] | ||
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The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. | The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. | ||
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]] | [[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]] | ||
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1.]] | |||
[[File:SandstormM4.jpeg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]] | [[File:SandstormM4.jpeg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]] | ||
[[File:SandstormM-4sights.jpeg|thumb|none|600px|Aiming down the stock AR-15 style sights.]] | [[File:SandstormM-4sights.jpeg|thumb|none|600px|Aiming down the stock AR-15 style sights.]] | ||
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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. | 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:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1.]] | |||
[[File:SandstormMK18.jpeg|thumb|none|600px|The operator with the M4's shorter cousin.]] | [[File:SandstormMK18.jpeg|thumb|none|600px|The operator with the M4's shorter cousin.]] | ||
[[File:SandstormMK18sights.jpeg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]] | [[File:SandstormMK18sights.jpeg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]] | ||
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== Norinco QBZ-03== | == 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 it currently the most expensive assault rifle for Insurgents. | 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 it currently the most expensive assault rifle for Insurgents. On the Update 1.4, it has its own unique scope dubbed "Type 03 Scope". | ||
[[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]] | ||
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page. Note the scratched serial numbers.]] | |||
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-03.]] | |||
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]] | [[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]] | ||
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]] | [[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]] | ||
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Another QBZ-03 with the Type 03 scope, which has its unique reticle.]] | |||
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]] | [[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]] | ||
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]] | [[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]] | ||
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The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class. | The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class. | ||
[[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:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAL.]] | |||
[[File:Sandstorm_FAL.jpg|thumb|none|600px|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:Sandstorm_FAL.jpg|thumb|none|600px|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:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]] | [[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]] | ||
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]] | [[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]] | ||
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px| | [[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...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 supply points. | 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:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SCAR-H.]] | |||
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with SCAR gazes upon the technical it helped stop.]] | [[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with SCAR gazes upon the technical it helped stop.]] | ||
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]] | [[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]] | ||
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[[Image:HKG3A3.jpg|thumb|none|500px|Heckler & Koch G3A3 - 7.62x51mm NATO]] | [[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:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3.]] | |||
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]] | [[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]] | ||
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100m open notch.]] | [[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100m open notch.]] | ||
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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. | 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:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]] | |||
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]] | [[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]] | ||
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|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:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|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:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]] | [[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]] | ||
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px| | [[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...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 bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points. | 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:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SKS-D.]] | |||
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuits insurgent with his SKS-D, still in the classic wood stock.]] | [[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuits insurgent with his SKS-D, still in the classic wood stock.]] | ||
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining the 40's vintage sights on a steel target. Note the serial numbers.]] | [[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining the 40's vintage sights on a steel target. Note the serial numbers.]] | ||
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]] | [[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]] | ||
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px| | [[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]] | ||
=Machine Guns= | =Machine Guns= | ||
==Galil ARM== | |||
The [[Galil ARM]] returns from the previous game on the Update 1.4. It is available class as the lighter alternative for Insurgents' Gunner class and can use drum magazines. It costs 3 supply points. | |||
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]] | |||
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ARM.]] | |||
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]] | |||
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming the iron sights.]] | |||
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]] | |||
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]] | |||
==M240B== | ==M240B== | ||
The [[M240B]] GPMG was added in the | The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight. | ||
[[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_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]] | |||
[[File:Sandstorm_M240B_menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]] | [[File:Sandstorm_M240B_menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]] | ||
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]] | [[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]] | ||
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==MG3== | ==MG3== | ||
The [[MG3]] was added to the game during the | The [[MG3]] was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight. | ||
[[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_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm_MG3_menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]] | [[File:Sandstorm_MG3_menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]] | ||
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]] | [[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]] | ||
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==PKM== | ==PKM== | ||
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is | The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight. | ||
[[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|600px|The weapon loadout menu image of the PKM.]] | [[File:Sandstorm_PKM_menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]] | ||
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=Sniper Rifles/Anti-Materiel Rifles= | =Sniper Rifles/Anti-Materiel Rifles= | ||
==Barrett M107CQ == | ==Barrett M107CQ == | ||
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] appears | The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points. | ||
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]] | [[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]] | ||
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm_M107_CQ_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M107CQ.]] | |||
[[File:Sandstorm_M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]] | [[File:Sandstorm_M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]] | ||
[[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]] | [[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]] | ||
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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 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. | ||
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]] | [[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]] | ||
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]] | |||
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]] | |||
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]] | [[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]] | ||
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|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:Sandstorm_M99_Sights.jpg|thumb|none|600px|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.]] | ||
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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:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]] | |||
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]] | [[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]] | ||
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]] | [[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]] | ||
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]] | [[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]] | ||
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px| | [[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...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's 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:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AT4.]] | |||
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]] | [[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]] | ||
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective | [[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]] | ||
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]] | [[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]] | ||
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The [[Panzerfaust 3]] is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough. | 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:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Panzerfaust 3]] | |||
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]] | [[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]] | ||
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]] | [[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]] | ||
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The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction. | The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction. | ||
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | [[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | ||
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the RPG-7.]] | |||
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]] | [[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]] | ||
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]] | [[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]] | ||
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]] | [[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]] | ||
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]] | [[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]] | ||
=Grenades and Explosives= | |||
==AN-M14 Incendiary Grenade== | |||
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them. | |||
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]] | |||
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]] | |||
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering at the cold hill.]] | |||
==F1 Grenade== | |||
The [[F1 hand grenade]] returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points. | |||
[[Image:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]] | |||
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]] | |||
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Russian insurgent holding an F1 grenade.]] | |||
==M67 Hand Grenade== | |||
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points. | |||
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]] | |||
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M67 grenade.]] | |||
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while being inside the market in Precinct map.]] | |||
==M83 Smoke Grenade== | |||
The [[M83 smoke grenade]] is available for both teams. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do. | |||
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]] | |||
[[File:Sandstorm_M83_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M83 smoke grenade.]] | |||
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares to throw the M83 smoke grenade cover the open bridge.]] | |||
==M84 Stun Grenade== | |||
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus. | |||
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]] | |||
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]] | |||
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw M84 stun grenade before breaching...]] | |||
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...then proceeds to pull up the pin.]] | |||
=Mounted Weapons= | =Mounted Weapons= |
Revision as of 15:37, 11 September 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. |
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Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come.
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 with the ring hammer 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 long 1911 trigger with diamond grips 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 it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80, 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 First Major 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. It costs 3 supply points.
Heckler & Koch MP5A5
The First Major Content Update provided Security forces with the MP5A5, costing 3 supply points.
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 points. 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.
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.
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 points.
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.
Galil SAR
The update 1.4 added Galil SAR from the previous game. It has mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 3 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 on the Update 1.3 as a new weapon for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points.
M16A2
The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique scope, dubbed "A2 Scope". It costs 3 supply points, and is usable by the Insurgents' 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's Rifleman, Demolitions, Observer, and Commander classes.
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 points. 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.
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 it currently the most expensive assault rifle for Insurgents. On the Update 1.4, it has its own unique scope dubbed "Type 03 Scope".
Battle Rifles
FN FAL
The FN FAL makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.
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
Galil ARM
The Galil ARM returns from the previous game on the Update 1.4. It is available class as the lighter alternative for Insurgents' Gunner class and can use drum magazines. It costs 3 supply points.
M240B
The M240B GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.
M249-E2 SAW
The M249 is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.
MG3
The MG3 was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.
PKM
The PKM makes its long-awaited arrival to the series in Sandstorm. It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight.
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's 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
Barrett M107CQ
The Barrett M107CQ first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.
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.
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 points.
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.
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.
Grenades and Explosives
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them.
F1 Grenade
The F1 hand grenade returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.
M67 Hand Grenade
The M67 hand grenade returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.
M83 Smoke Grenade
The M83 smoke grenade is available for both teams. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.
M84 Stun Grenade
The M84 stun grenade returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.
Mounted Weapons
AGM-114 Hellfire ATGM
The Security's AH-64 Apache (AKA "Assassin") is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.
Browning M2HB
The Browning M2HB appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.
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 the Assassin as the 30mm Cannon, instead of the accurate M230 Chain Gun.
General Dynamics GAU-19/A
The GAU-19/A is mounted on Security's UH-60 Blackhawk (AKA "Cleric"), where it is being used by the door gunners. The gun also ejects spent casings when firing.
General Electric GAU-8/A Avenger
The GAU-8/A Avenger is mounted on Security's A-10 Thunderbolt II (AKA "Warlock").