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
*Commander, who is the team leader with binoculars to call in fire support when Observer is nearby.
*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.
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, both factions have access to the opposing faction's entire weapons and attachments in Co-op Mode.
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''
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==SIG-Sauer P226R==
==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.
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its British Army designation of L106A1. It costs 2 supply points.
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6.]]
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.]]
[[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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==Enfield L85A2==
==Enfield L85A2==
The [[L85A2]] is available for 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.
The [[L85A2]] is available for 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 L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation: Cold Blood. It costs 4 supply points.
[[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_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|Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.]]
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope, with a tiny '86' mark on the top of it.]]
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|After neutralizing the targets, the reload begins first by dropping the mag...]]
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]
[[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|...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.]]
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.]]
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]
[[File:Sandstorm L85A2 Rails Scope BUS.jpg|thumb|none|600px|Aiming the BUS which subtly shows a tiny '86' mark on the top of it.]]
[[File:Sandstorm L85A2 4.jpg|thumb|none|600px|During speed reload he quickly pushes the mag release before inserting a new mag...]]
[[File:Sandstorm L85A2 5.jpg|thumb|none|600px|...then proceeds with a smash on the bolt release.]]
==FAMAS F1==
==FAMAS F1==
The [[FAMAS F1]] was added in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive Insurgents' 5.56x45mm assault rifle. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.
The [[FAMAS F1]] was added in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm & 40mm]]
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm & 40mm]]
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==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 for 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 for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation: Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.
Another popular weapon mod from the previous game, the [[Heckler & Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation: Cold Blood, the Hensoldt ZF dual optical sights can be equipped on the G36K as the "CH Sight" with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation: Clean Sweep, the G36K has a 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]]
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[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-melting glory.]]
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-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_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_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_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_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle. The speed reload is similar.]]
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle.]]
[[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 bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]
[[File:Sandstorm G36K Scope Reticle 1.jpg|thumb|none|600px|Aiming the top unmagnified sight shows a tiny red dot.]]
[[File:Sandstorm G36K 4.jpg|thumb|none|600px|The operator performs the speed reload by swapping out empty mag...]]
[[File:Sandstorm G36K 5.jpg|thumb|none|600px|...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.]]
==HS Produkt VHS-D2==
==HS Produkt VHS-D2==
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==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 the "A2 Scope" in-game. It costs 2 supply points, making it the cheapest Insurgents' assault rifle. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
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 the "A2 Scope" in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
[[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.]]
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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. 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. Following Update 1.4, it has its own unique scope called the "Type 03 Scope".
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 4 supply points. Following Update 1.4, it has its own unique scope called the "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 QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]
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[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]
[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]
[[File:Sandstorm AUG A3 Scope A BUS.jpg|thumb|none|600px|Aiming its tiny BUS for clearer field of view.]]
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]
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=Battle Rifles=
=Battle Rifles=
==FN FAL==
==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 for 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 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for 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 FAL.]]
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]]
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Available for 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 for 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.
[[File:Sandstorm Wet Worker Promo.jpg|thumb|none|450px|The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.]]
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]
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==M1 Garand==
==M1 Garand==
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9: Operation Cold Blood.
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9: Operation Cold Blood, costing 2 supply points.
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation: Cold Blood, courtesy of the Sandstorm Twitter page.]]
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation: Cold Blood, courtesy of the Sandstorm Twitter page.]]
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation: Cold Blood website. Note the Griffin & Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation: Cold Blood website. Note the Griffin & Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation: Cold Blood website.]]
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation: Cold Blood website.]]
[[File:Sandstorm Garand 1.jpeg|thumb|none|600px|The operator prepares to operate like it's 1944.]]
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly Yeti marksman prepares to aim the suppressed M1 Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]]
[[File:Sandstorm Garand sights.jpeg|thumb|none|600px|Peering down the classic sights and looking over the bucolic landscape, the operator daydreams he's in Sicily as part of Operation Husky. The receiver has the correct markings of "US Rifle, Cal. .30, M1", and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]]
[[File:Sandstorm Garand reload 1.jpeg|thumb|none|600px|After eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en bloc clip.]]
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it's 1944.]]
[[File:Sandstorm Garand reload 2.jpeg|thumb|none|600px|During a partial reload, the operator presses the clip release, pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of "US Rifle, Cal. .30, M1", and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]
[[File:Sandstorm Garand Thumb.jpeg|thumb|none|600px|There is a chance that during a reload, the operator will incur the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]]
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping partially loaded clip, his thumb gets stuck by the bolt in dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]]
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points.
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]
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The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
The [[SVD_Dragunov#SVD_Dragunov|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.
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]]
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]
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==Knight's Armament M110 SASS==
==Knight's Armament M110 SASS==
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation: Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class.
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation: Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed "DOS Scope" which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation: Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation: Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]
[[File:Sandstorm M110 1.jpeg|thumb|none|600px|The M110 SASS- it's like an M16, ''but long''.]]
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation: Cold Blood website.]]
[[File:Sandstorm M110 sights.jpeg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]]
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]]
[[File:Sandstorm M110 reload 2.jpeg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it's like an M16, ''but long''.]]
[[File:Sandstorm M110 scoped.jpeg|thumb|none|600px|The M110 fitted with a bipod, extended magazine, and one of the variable zoom scopes added by Operation: Cold Blood.]]
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]
[[File:Sandstorm M110 extended mag.jpeg|thumb|none|600px|When fitted with extended mags, the M110 will use a 20-round Magpul PMAG 20 LR/SR.]]
[[File:Sandstorm M110 SASS 2.jpg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]
[[File:Sandstorm M110 SASS Scope.jpg|thumb|none|600px|Considering to go for precision shooting, the operator brings another M110 SASS whose configuration is similar to [[American Sniper|the legendary Navy SEAL sniper]].]]
[[File:Sandstorm M110 SASS Scope Reticle.jpg|thumb|none|600px|Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.]]
[[File:Sandstorm M110 SASS 3.jpg|thumb|none|600px|For a bit clearer view of his surroundings, he adjusts the elevation knob.]]
[[File:Sandstorm M110 SASS 4.jpg|thumb|none|600px|After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.]]
[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]]
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]]
==M1C Garand==
When equipping M82 scope which is referred to as "M1C Scope" in 2.5x magnification, the M1 Garand will turn into M1C Garand.
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]]
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]]
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]]
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]]
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]]
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]]
==Mk 14 Mod 1 Enhanced Battle Rifle==
==Mk 14 Mod 1 Enhanced Battle Rifle==
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==Mosin Nagant 1891/30==
==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.
The [[Mosin Nagant]] costs 1 supply point 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.
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]
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==Remington M24==
==Remington M24==
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]
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==Zijiang M99==
==Zijiang M99==
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]
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[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]
=Grenade Launchers=
=Grenade Launchers/Rifle Grenade Launchers=
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.
==GP-25==
==GP-25==
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation: Breakaway, it can be turned into makeshift underbarrel shotgun called the "Buckshot Launcher" with improvised 40mm buckshot shells for 2 supply points.
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation: Breakaway, it can be turned into makeshift underbarrel shotgun called the "Buckshot Launcher" with improvised 40mm buckshot shells for 2 supply points.
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[[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.]]
==M7 Rifle Grenade Launcher==
The [[M7 rifle grenade launcher]] is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.
[[File:Sandstorm M7 Rifle Grenade Menu.jpg|thumb|none|600px|The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.]]
[[File:Sandstorm M7 Rifle Grenade.jpg|thumb|none|600px|When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.]]
[[File:Sandstorm M7 Rifle Grenade 1.jpg|thumb|none|600px|Then, he inserts another clip filled with blanks.]]
[[File:Sandstorm M7 Rifle Grenade 2.jpg|thumb|none|600px|After that he loads an HE rifle grenade through the muzzle.]]
[[File:Sandstorm M7 Rifle Grenade 3.jpg|thumb|none|600px|The operator soons spots a vacant sedan nearby while bracing his rifle.]]
[[File:Sandstorm M7 Rifle Grenade 4.jpg|thumb|none|600px|Not satisfied, he loads another rifle grenade.]]
[[File:Sandstorm M7 Rifle Grenade 5.jpg|thumb|none|600px|He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.]]
==RM Equipment M203PI==
==RM Equipment M203PI==
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[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]
[[File: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_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade.]]
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade at the bridge.]]
Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. 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, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. 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, both factions have access to the opposing faction's entire weapons and attachments in Co-op Mode.
The following weapons appear in the video game Insurgency: Sandstorm.
A staple sidearm of the series, the Beretta M9 is oddly available for the Insurgent faction rather than 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 pistol, costing 3 supply points.
Makarov PM
The Makarov PM is another pistol available for 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 British 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 pistol to cost 1 supply point.
Welrod Mark II
Update 1.7 Nightfall adds the 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 the Insurgent forces for 0 supply points. 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, 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. Following Update 1.8 Operation: Breakaway, the foregrip can be replaced with other underbarrel attachments for additional 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 for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the "Advanced Suppressor" modeled after the M3 Spec Ops Gen 2 used by Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation: Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.
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 the 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 a 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 for 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.
AKMN
The AKMN with a standard fixed stock replaces the folding stock AKMS from the previous game. Like the rest of the AKs, 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.
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 a 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 for 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 L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation: Cold Blood. It costs 4 supply points.
FAMAS F1
The FAMAS F1 was added in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.
Heckler & Koch G36K
Another popular weapon mod from the previous game, the Heckler & Koch G36K is one of the primary weapons available for the Security forces. Since Update 1.9 Operation: Cold Blood, the Hensoldt ZF dual optical sights can be equipped on the G36K as the "CH Sight" with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation: Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.
HS Produkt VHS-D2
The HS Produkt VHS-D2 was added in Update 1.3 as the VHS-2 for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.
IMI Galil SAR
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 the "A2 Scope" in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
M16A4
The M16A4 returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation: Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the "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 for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.
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. It can only be used by the Security's Advisor class for 4 supply points.
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 4 supply points. Following Update 1.4, it has its own unique scope called the "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
Update 1.8 Operation: Breakaway brought the Steyr AUG A3 as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the "A1 Scope", and "A3 Scope" in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found in Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.
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 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.
FN SCAR-H CQC
Available for 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 was added in Update 1.6 as the "ACE 52", available for the Insurgents' Advisor class for 5 supply points, replacing the 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
Update 1.6 added the 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 for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.
M1 Garand
The M1 Garand returns from Day of Infamy for the Insurgents' Marksman class in Update 1.9: Operation Cold Blood, costing 2 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 for the Insurgents' Advisor class and costs 2 supply points.
Machine Guns
IMI Galil ARM
The IMI Galil ARM returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the 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. Following 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 the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is 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 Insurgents' 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 a 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.
Shotguns
Knight's Armament Masterkey
The Knight's Armament Masterkey is the underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.
M26 Modular Accessory Shotgun System
The M26 Modular Accessory Shotgun System is the second underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.
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 fore-end. 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 for the Insurgents' Breacher class.
Sniper Rifles/Anti-Materiel Rifles
Barrett M107CQ
The Barrett M107CQ first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 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.
Knight's Armament M110 SASS
The Knight's Armament M110 SASS was added in Update 1.9 Operation: Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed "DOS Scope" which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.
M1C Garand
When equipping M82 scope which is referred to as "M1C Scope" in 2.5x magnification, the M1 Garand will turn into M1C Garand.
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 for the Security's Marksman class. It costs 5 supply points.
Mosin Nagant 1891/30
The Mosin Nagant costs 1 supply point 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 1 supply point 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 for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
Grenade Launchers/Rifle Grenade Launchers
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.
GP-25
The GP-25 is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation: Breakaway, it can be turned into makeshift underbarrel shotgun called the "Buckshot Launcher" with improvised 40mm buckshot shells for 2 supply points.
Heckler & Koch AG36
The AG36 is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.
HS Produkt VHS-BG
The HS Produkt VHS-BG is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.
M203 Grenade Launcher
The M203 grenade launcher is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.
M203A2 Grenade Launcher
The M203A2 grenade launcher is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.
M7 Rifle Grenade Launcher
The M7 rifle grenade launcher is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.
RM Equipment M203PI
The RM Equipment M203PI is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.
Steyr GL 40
The Steyr GL 40 is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.
The Carl Gustav M3 is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as M3 MAAWS.
M136 AT4
Another veteran from the previous game, the M136 AT4 is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.
Panzerfaust 3
The Panzerfaust 3 is available for the Insurgents' Demolitions class for 3 supply points 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 Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.
Grenades and Explosives
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.
F1 Grenade
The F1 hand grenade returns from the previous game as the 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 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 when triggered by a 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 serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.
Mounted Weapons
AGM-114 Hellfire ATGM
Security's AH-64 Apache (callsign "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. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.
Browning M2HB
The Browning M2HB appears mounted on Security's technicals as the counterpart of DShK. 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 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 (callsign "Cleric"), where it is 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 (callsign "Warlock"). Warlock will strafe a marked area perpendicular to the Commander's line of sight.
Other
Ammo Crate
The ammo crate can be used to fully restore player's gear 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.