December 12, 2018 (PC) September 29, 2021 (Consoles)
Developer:
New World Interactive
Publisher:
Focus Home Interactive
Platforms:
PC & Consoles
Genre:
First-Person Shooter
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, the backbone of the team armed with assault rifles and battle rifles.
Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
Advisor, who has access to exotic guns and optics from the opposing faction.
Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.
Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.
Gunner, who provides suppressive fire with machine guns.
Observer, who carries a radio to allow the Commander to call in fire support.
Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all 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 for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation: Exodus, the M9 along with other handguns have access to unmagnified optics.
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.
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 costs 3 supply points.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX chambered in .50 Action Express was added in Update 1.10 Operation: Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.
Makarov PM
The Makarov PM is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.
Manurhin MR-73
The Manurhin MR-73 was added in Update 1.10 Operation: Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25" barrel which can be extended into 8" by choosing the "Sniper Barrel", which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed "CT Scope") in 2.5x magnification, suppressor, and bipod. Also available is the "Cheapo Suppressor" made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25" barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.
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, turning the SMG into a MP7A2. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.
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 the 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.
P90 Tactical / USG
The P90 Tactical / USG was added in Update 1.11 Operation: Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called "Factory Circle", and "Factory Dot", and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.
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.
TDI Vector
The TDI Vector is the SMG added in Update 1.11 Operation: Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.
Assault Rifles
"Alpha AK"
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points. It features Zenitco B-30 handguards, a TWS railed dust cover, a Magpul MOE AK pistol grip, and a Tromix extended charging handle. The receiver isn't an exact AK-100 series variant though - it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter.
The Alpha AK's cartridge has also changed over the updates. It was originally chambered in 5.45, then re-chambered to 7.62x39 in the Nightfall update, and is now again in 5.45.
AK-74N
The AK-74N returns from the previous game as the AK-74. 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 sight 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. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the Daniel Defense MK18 (with appropriate DDMK18 markings on the left side of the receiver).
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".
Norinco QBZ-97
The QBZ-97 was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.
Norinco QTS-11
The QTS-11 was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes in 4 supply points. It features an unique adjustable "Type 11 Scope" which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.
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. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur "Garand thumb". Ouch.
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.
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
Kel-Tec KSG
The Kel-Tec KSG (specifically Gen 2 version) was added for the Security's team breacher, alongside the KS-23M, in the Operation: Glasshouse update, giving the Security breacher a second shotgun option. Sandstorm is quite possibly the only video game ever made that acknowledges that the KSG has two tubes that hold seven shells each, plus one extra shell in the chamber, rather than having a single tube that holds 14. No extra shell can be "ghost-loaded" onto the loading gate. This is represented with the ammo capacity being 7(+1) 7(+1), with the +1 count being added onto whatever the active tube is, regardless of where it came from. Thus, when you initially start, your character charges the shotgun, giving you a 7 + (6+1) capacity, which simply just says 7+7, seemingly solely for the purpose of confusing the player, considering that game already has a system for indicating a loaded chamber (a white border around the ammo box), which is ignored for whatever reason. The player starts by emptying the left tube, then switches to the right one, but for whatever reason, the first number in the ammo count represents the left tube and the second is the right.
As if this whole ammo count fiasco wasn't confusing enough, SOMETIMES, from a 7+8 ammo count, firing a single round (at which point your character operates the pump, loading a shell from the left tube), then pressing the reload key, rather than topping off that left tube, they simply flick the chamber lever, giving you 8+6. You then have to press that same key again to top off the left tube. Similarly, a non-empty reload will simply have your player top up the active tube, forcing you to press reload again to load the other. This is likely because the system assumes the player cares only about being able to quickly get to a state having the most amount of consecutive shots before flicking the lever, and doesn't really care how many shots are in the non-active tube.
And because NWI really wants us all scratching our heads, the actual reload animation, regardless of which ammo count/tube is being added to, will only show the character loading up to 14 shells into the right tube, but, once the first ammo count (representing the left tube) is full, you can audibly hear the lever being flicked, though the reload doesn't slow down or show this happening. Finally, an empty reload will show the character opening the breach, loading a shell into the chamber, then proceeding as normal.
Like all other shotguns in Sandstorm, it can use a suppressor (modelled off of the SilencerCo Salvo 12) for three supply points, as well as slug and flechette rounds for an additional point each.
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.
KS-23M
The KS-23M was added for the Insurgent breacher in Operation: Glasshouse, alongside the KSG, though it lacks it's wire stock, like the TOZ, and is named "KS-23", which would be the fixed stock version. It's extraordinarily powerful, perhaps unrealistically so, thanks to it's 23mm shell (represented in game with it's gauge equivalent of 4 gauge) being able to one-shot an enemy through heavy armor, without flechettes, something the other shotguns are not capable of. It has a miserable ammo capacity of 3+1, encouraging the player to remember to load that extra shell at the start of every spawn. When reloading from empty though, the character remembers to "ghost-load" an extra shell on the loading lever before finishing with 3 in the tube.
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. It is referred to as the "M82A1 CQ" in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the "M82A1".
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.
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.
Type 91 Grenade Launcher
The Type 91 grenade launcher, specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the "Buckshot Launcher" with improvised 35mm buckshot shells for 2 supply points.
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.
F-1 Grenade
The F-1 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.