Insurgency: Sandstorm: Difference between revisions
Insurgency: Sandstorm: Difference between revisions - Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Insurgency: Sandstorm: Difference between revisions
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. Each faction is divided into eight classes named:
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc, while the Insurgents consist of local rebels, clandestine operatives, and foreign mercenaries / contractors with military experience. Each faction is divided into eight classes named:
*Rifleman, who is the backbone of the team armed with assault rifles and battle rifles.
*Rifleman, who is the backbone of the team armed with assault rifles, and battle rifles.
*Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
*Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
*Advisor, who has access to exotic guns, and optics from the opposing faction.
*Advisor, who has access to exotic guns, and optics from the opposing faction.
*Demolitions, who is explosives expert with access to various explosives including launchers and UBGLs.
*Demolitions, who is explosives expert with access to various explosives including launchers, and UBGLs.
*Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.
*Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.
*Gunner, who provides suppressive fire with machine guns.
*Gunner, who provides suppressive fire with machine guns.
Line 185:
Line 185:
==Sterling Mk. 5==
==Sterling Mk. 5==
WHen equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.
When equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]
Line 258:
Line 258:
[[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|...before doing the karate chop to make sure the bolt's fully home.]]
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]
==FAMAS F1==
The [[FAMAS F1]] is upcoming assault rifle in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation: Breakaway. Despite the hooded rogue police having visible shotshell holder, he is armed with FAMAS F1 while his masked comrade is armed with TOZ-194 instead.]]
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation: Breakaway website. Note the RM Equipement M203PI attached at the bottom.]]
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with FAMAS F1, courtesy of the official Operation: Breakaway website. Note the removed bipod.]]
==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 as the "ISM scope". It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the [[AG36]]. Depending on their class, the user can choose smoke shells or HE shells.
Another popular weapon mod from the previous game, the [[Heckler & Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K as the "ISM scope". It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the [[AG36]]. Depending on their class, the user can choose smoke shells or HE shells. On the Update 1.7.1 Operation: Clean Sweep, the G36K has transparent magazine with animated bullets and spring.
[[File:G36K-Export.jpg|thumb|none|500px|Heckler & Koch G36KV with export optical sight - 5.56x45mm]]
[[File:G36K-Export.jpg|thumb|none|500px|Heckler & Koch G36KV with export optical sight - 5.56x45mm]]
Line 268:
Line 275:
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The reload starts with a simple grab of the mag...]]
[[File:Sandstorm_G36K_3.jpg|thumb|none|600px|After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.]]
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]
[[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.]]
[[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-D2==
==HS Produkt VHS-D2==
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears on the Update 1.3 as the '''VHS-2''' for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the [[HS Produkt VHS-BG]]. Depending on their class, the user can choose smoke shells or HE shells.
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears on the Update 1.3 as the '''VHS-2''' for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the [[HS Produkt VHS-BG]]. Depending on their class, the user can choose smoke shells or HE shells.
[[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_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 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.]]
[[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.]]
Line 282:
Line 290:
==IMI Galil SAR==
==IMI Galil SAR==
The update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.
The Update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]
[[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. Note the MDG3 drum magazines on deployed Galils. Also note the "TacPoint" at the mounted red dot sights on Galil SAR, which is an obvious spoof of Aimpoint.]]
[[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. Note the MDG3 drum magazines on deployed Galils. Also note the "TacPoint" at the mounted red dot sights on Galil SAR, which is an obvious spoof of Aimpoint.]]
Line 292:
Line 300:
==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 while being able to use its unique Colt 3x20 scope called "A2 Scope". It costs 2 supply points, making it the cheapest Insurgents' weapons available. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope called "A2 Scope". It costs 2 supply points, making it the cheapest Insurgents' assault rifle along with M16A4. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]
Line 303:
Line 311:
==M16A4==
==M16A4==
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells. On the Update 1.7.1 Operation: Clean Sweep, the M16A4 along with M4A1 can have the front sight post removed by choosing "Flat Top" attachment for clearer view when using unmagnified optics.
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4.]]
[[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:Sandstorm_M16A4.jpg|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:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]
[[File:SandstormM16A4reload.jpeg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]
[[File:Sandstorm M16A4 1.jpg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]
[[File:SandstormM16A4empty.jpeg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]
[[File:Sandstorm M16A4 2.jpg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]
[[File:Sandstorm_M16A4 3.jpg|thumb|none|600px|Another M16A4 with red dot, foregrip, and removed front sight post.]]
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1.]]
[[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:Sandstorm_M4.jpg|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:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]
[[File:SandstormM-4reload.jpeg|thumb|none|600px|Inserting a STANAG magazine.]]
[[File:Sandstorm_M4 1.jpg|thumb|none|600px|After mag dumping, he performs speed reloading in high speed, low drag.]]
[[File:SandstormM-4empty.jpeg|thumb|none|600px|The operator presses the bolt release upon finishing an empty reload.]]
[[File:Sandstorm_M4 2.jpg|thumb|none|600px|Complete with a push on bolt release while watching the bolt handle move forward.]]
[[File:Sandstorm_M4 3.jpg|thumb|none|600px|The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.]]
==Mk 18 Mod 1==
==Mk 18 Mod 1==
Line 324:
Line 334:
[[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: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:Sandstorm Mk 18.jpg|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:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]
[[File:SandstormMK18reload.jpeg|thumb|none|600px|Inserting a Magpul PMAG into the Mk 18. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]
[[File:Sandstorm Mk 18 1A.jpg|thumb|none|600px|Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]
[[File:SandstormMK18empty.jpeg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]
[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]
==Norinco QBZ-03==
==Norinco QBZ-03==
Line 353:
Line 363:
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the hydrants, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the hydrants, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]
==Steyr AUG A3==
The [[Steyr AUG A3]] is upcoming assault rifle in Update 1.8 Operation: Breakaway as the counterpart of FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes.
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation: Breakaway website. Note the mounted scopes found in earlier AUG A1.]]
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with AUG A3, courtesy of the official Operation: Breakaway website.]]
=Battle Rifles=
=Battle Rifles=
Line 426:
Line 442:
==M240B==
==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.
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. On the Update 1.7.1 Operation: Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.
[[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_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.]]
Line 463:
Line 479:
=Shotguns=
=Shotguns=
==Knight's Armament Masterkey==
The [[Knight's Armament Masterkey]] is an upcoming attachment for Security in Update 1.8 Operation: Breakaway.
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.
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.
Line 597:
Line 617:
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]
==RM Equipment M203PI==
The [[RM Equipment M203PI]] is upcoming underbarrel grenade launcher in Update 1.8 Operation: Breakaway.
Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc, while the Insurgents consist of local rebels, clandestine operatives, and foreign mercenaries / contractors with military experience. Each faction is divided into eight classes named:
Rifleman, who is the backbone of the team armed with assault rifles, and battle rifles.
Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
Advisor, who has access to exotic guns, and optics from the opposing faction.
Demolitions, who is explosives expert with access to various explosives including launchers, and UBGLs.
Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.
Gunner, who provides suppressive fire with machine guns.
Observer, who carries radio for allowing Commander to call in fire support.
Commander, who is the team leader with binoculars to call in fire support when Observer is nearby.
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.
The following weapons appear in the video game Insurgency: Sandstorm.
A staple sidearm of the series, the Beretta M9 is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.
The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.
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 (specifically the V2 model for the 3rd Generation Glock 17). 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.
Welrod Mark II
Update 1.7 Nightfall adds Mark II Welrod from Day of Infamy; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to Insurgents' forces for 0 supply point. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.
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 for the Breacher class, which features the early "slimline" handguard and "waffle" magazine. It costs 3 supply points.
Heckler & Koch MP5A5
The First Major Content Update provided Security's Breacher class 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.
M3 Grease Gun
The M3 Grease Gun makes its return from Day of Infamy in Update 1.7 Nightfall. It is available to Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the "Advanced Suppressor" modeled after M3 Spec Ops Gen 2 used by Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well.
Sterling Mk. 4
The Sterling Mk. 4 returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.
Sterling Mk. 5
When equipping a suppressor, the Sterling Mk. 4 will turn into Sterling Mk. 5 with Sterling-Hatchett integral suppressor.
Assault Rifles
AK-104 in Alpha AK Configuration
The AK-104 in Alpha AK configuration used by the Russian Spetsnaz Alpha Group with Zenitco B-30 handguard, TWS railed dust cover, Magpul MOE AK pistol grip, Tromix extended charging handle, unusable Warsaw Pact rail, and steel AK magazine, was added in Beta Update - November 8th available to the Insurgents' Advisor class costing 4 supply points.
AK-74N
The AK-74N returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the GP-25. Depending on their class, the user can choose smoke shells or HE shells.
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 costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. The AKM can be wielded with the GP-25. Depending on their class, the user can choose smoke shells or HE shells.
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 class, and costs 3 supply points.
AS Val
The AS Val was added in Update 1.7 Nightfall as subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.
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.
FAMAS F1
The FAMAS F1 is upcoming assault rifle in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
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 as the "ISM scope". It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the AG36. Depending on their class, the user can choose smoke shells or HE shells. On the Update 1.7.1 Operation: Clean Sweep, the G36K has transparent magazine with animated bullets and spring.
HS Produkt VHS-D2
The HS Produkt VHS-D2 appears on the Update 1.3 as the VHS-2 for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the HS Produkt VHS-BG. Depending on their class, the user can choose smoke shells or HE shells.
IMI Galil SAR
The Update 1.4 added IMI Galil SAR from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.
M16A2
The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope called "A2 Scope". It costs 2 supply points, making it the cheapest Insurgents' assault rifle along with M16A4. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
M16A4
The M16A4 returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells. On the Update 1.7.1 Operation: Clean Sweep, the M16A4 along with M4A1 can have the front sight post removed by choosing "Flat Top" attachment for clearer view when using unmagnified optics.
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. The M4A1 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
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 Advisor class.
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. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 5 supply points. On the Update 1.4, it has its own unique scope called "Type 03 Scope".
Q Honey Badger
The Q Honey Badger is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.
Steyr AUG A3
The Steyr AUG A3 is upcoming assault rifle in Update 1.8 Operation: Breakaway as the counterpart of FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes.
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 CQC
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.
IWI Galil ACE 52 / GAR1651 Hybrid
A 7.62x51mm IWI Galil ACE appears on the Update 1.6 as the "ACE 52", available to the Insurgents' Advisor class for 5 supply points replacing SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.
IWI Tavor 7
The update 1.6 added IWI Tavor 7 serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class replacing Mk 14 Mod 1 EBR. It costs 5 supply points.
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.
Norinco SKS-D
The Norinco SKS-D returns from the previous game. It has a standard length barrel with unusable "pig sticker" bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.
Machine Guns
IMI Galil ARM
The IMI Galil ARM returns from the previous game on the Update 1.4. It is available as the lighter and cheaper alternative for Insurgents' Gunner class. It costs 2 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. On the Update 1.7.1 Operation: Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.
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. The game incorrectly portrays the 7.62x54mm R belt as disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.
The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.
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 class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
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 class. It costs 5 supply points.
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. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.
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.
Grenade Launchers
GP-25
The GP-25 is the underbarrel grenade launcher attachment for the AK-74 and the AKM.
Heckler & Koch AG36
The AG36 is the underbarrel grenade launcher attachment for the G36K.
HS Produkt VHS-BG
The HS Produkt VHS-BG is the unique underbarrel grenade launcher option for the VHS-D2.
The M203A2 grenade launcher is the underbarrel grenade launcher option for the M16A4 and the M4A1. It was added on the Patch 1.4.2 to replace the airsoft M203s.
RM Equipment M203PI
The RM Equipment M203PI is upcoming underbarrel grenade launcher in Update 1.8 Operation: Breakaway.
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 Demolitions 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.
M112 C4 Demolition Pack
Serving as the Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable "C-4" consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 "clacker" switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.
M18 Smoke Grenade
The M18 smoke grenade returns from the previous game for both teams which is incorrectly referred as M83 Smoke. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.
M19 anti-tank mine
The M19 anti-tank mine is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate towards passing enemy vehicle.
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.
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.
TM-62 anti-tank mine
The TM-62 anti-tank mine serving as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.
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"). The Warlock will strafe into marked area perpendicular to Commander's line of sight.
Other
Ammo Crate
The ammo crate can be used to fully restore player's gears and health.
Graffiti
Weapon Cache
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.