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User:DrDostovei/Sandbox

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Revision as of 06:17, 14 August 2021 by DrDostovei (talk | contribs) (Some more stuff has been added.)
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This is a just-for-fun page of sorts for a mod I really love: the AMC TC. I've been meaning to do this for the past several months, but only recently have I started working on it. Anyways, here you go.

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Work In Progress

This article is still under construction. It may contain factual errors. See User talk:DrDostovei/Sandbox for current discussions. Content is subject to change.

AMC TC

AMC TC is a free-to-play standalone Duke Nukem 3D total conversion for the PC. It is developed by the AMC TC Developers, a team of freelance modders who have released several mods for the 1996 FPS prior to the development of the TC. The game's first episode was released in 2011, with the second and third episodes being released in 2015 and 2019, respectively.

Overview

The game is set an unspecified amount of time after the events of Duke Nukem 3D. In response to the as-of-yet unexplained disappearance of the Earth Defense Force's top agent, Duke Nukem, a man working for both the EDF and its offense-oriented counterpart, the Earth Attack Force, commissions one of his old friends to put together an elite task force to tackle the most severe threats against Earth, called the AMC Squad. The player can play as one of 10 agents, each with their own abilities and arsenals, and engage in different missions of varying difficulty and fight against several factions inhabiting the game's world.

Each character's arsenal can be customized with different special weapons to allow for different approaches to combating enemies, such as equipping an assault rifle with armor-piercing rounds to fight armored enemies. In addition, the game has a research system where the player can unlock different buffs, ammo types, weapons, and other items to help fight against enemies, and a weapon upgrade system where the player can spend credits on vending machines to upgrade a character's base weaponry.

The following weapons appear in the video game AMC TC:

Handguns

Glock 18

The Glock 18 is James Stanfield's default Slot 2 weapon. It is a decent pistol, with good accuracy, an 18-round magazine and a fast rate of fire, but weak damage. The Glock can be upgraded with an extended magazine (increasing the size to an incorrect 30 rounds), a fire rate mod (giving it a full-auto fire mode), and a mod that increases the Glock's damage, turning it into a powerful machine pistol.

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Glock 18 (3rd Generation) with 19-round magazine - 9x19mm
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The Glock 18 on the loadout screen.
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James holds the Glock 18 as he scouts out the foyer of a Cycloid-infested bookstore.
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James opens fire at an Assault Trooper who finds out that taking the high ground does not automatically grant him an advantage against a trained operative.
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James reloads his pistol as another Assault Trooper engages him.
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James dual wields two Glock 18 pistols as he looks over the bodies of dead Cycloids. Note the left Glock is a mirrored sprite of the right Glock.
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James fires both Glock 18s on an Assault Trooper unfortunate enough to be on the business ends of them.
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James holds a fully upgraded Glock 18 in the firing range of the Allied Military Complex headquarters.

Colt M1911A1

A nickel-plated Colt M1911A1 appears as the "M1911" and is a special Slot 2 weapon for James, replacing his default Glock 18. It has much better stopping power at the cost of a lower rate of fire and a smaller magazine (8 rounds); however, it has the ability to accept silver bullets, which allows the gun to be used against supernatural enemies, such as sorcerers and Lost spirits. Acquiring this gun is a bit esoteric, as the player needs to complete Episode 4 of the AMC TC's prequel mod, Imagination World 2, get the good ending of the episode, and then copy the newly created "iw_complete.amctc" file over to the AMC TC's data folder.

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Nickel Plated M1911A1 with brown plastic grips - .45 ACP
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The M1911A1 on the loadout screen.
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James equips his Colt M1911A1 as he takes cover from Cycloid forces in the lobby of a besieged Earth Defense Force branch office building.
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James attacks two Pig Cop guards at the metal detectors with his M1911A1.
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James reloads his M1911A1 as he lets himself into the EDF office.

OTs-33 Pernach

The OTs-33 Pernach appears as simply the "OTs-33" and is a special Slot 2 weapon for James. Compared to the Glock 18, the OTs-33 Pernach boasts a larger magazine size of 27 rounds and a faster rate of fire. It can be purchased from the Shopkeeper once the player has rescued Matvei from the bunker in the mission "The Revolution."

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OTs-33 "Pernach" - 9x18mm Makarov
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The OTs-33 Pernach on the loadout screen.
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James wields his OTs-33 Pernach as he prowls the streets of Chinatown, New York for any threats.
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James engages hostile Triad enforcers guarding the entrance to a subway station with his OTs-33 Pernach.

FN Five-seveN

The FN Five-seveN appears as the "FN-57" and is a special Slot 2 weapon for James. It boasts a 20-round magazine with armor-piercing rounds and is equipped with a laser-aiming module, which can be toggled with the alt-fire key. It is a good weapon overall, with better damage, better accuracy and the ability to penetrate enemy body armor. It can be purchased from the Shopkeeper for 15k base budget.

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FN Five-seveN - FN 5.7x28mm
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The FN Five-seveN in the loadout screen.
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James stows away in the restroom of a Cycloid-occupied passenger jet, with his Five-seveN in hand.
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James reloads his Five-seveN pistols as he prepares to engage enemy forces on the other side of the restroom door.
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James engages in combat with an Assault Enforcer in the middle cabin of the passenger jet.
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James executes a lone Assault Trooper who has failed to avenge his fallen Enforcer comrade.

Jericho 941

A gold-plated Jericho 941 appears as the "Golden Jericho" and is a special Slot 2 weapon for James. It is unlocked by completing all of Episode 1 on Expert difficulty or higher, then purchasing it from the Shopkeeper for 70k base budget. It boasts better damage and accuracy, plus it has the ability to damage all enemy types (including supernatural enemies) with its gold bullets; however, it has a slower rate of fire and a smaller magazine size of 9 rounds.

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Jericho 941 with accessory rails - 9x19mm
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The gold Jericho 941 on the loadout screen.
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James stands over the corpse of a cultist who tried to ambush him near a barricaded house in Providence, with his golden Jericho 941 in hand.
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James later fends off another ambush from cultists in a general store with his golden Jericho 941.
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James reloads his golden Jericho 941 after defeating the cultists in the store.
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James dual wields two golden Jericho 941 pistols as he reads a newspaper article about a tragedy that happened in Providence.
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James later fights off cultists in a mountainside monastery with his dual Jericho 941s.

Walther PPK

The Walther PPK appears as simply the "PPK" and is a special Slot 2 weapon for James. It is equipped with a suppressor and an 8-round magazine, has armor-piercing capability, and is concealable, meaning it will not be taken from the player should they enter areas where they will lose their weapons otherwise. It can be purchased from the Shopkeeper.

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Walther PPK fitted with a sound suppressor - .380 ACP (black grips)
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The Walther PPK in the loadout screen.
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James equips his Walther PPK as he prepares to infiltrate a mercenary-occupied facility on Xuglop.
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James loads his other PPK as he glances at a pipe leading into the facility.
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James takes out two grunts with his PPK.

Tokarev TT-30

The Tokarev TT-30 appears as the "TT-30 Tokarev" and is Highwire's default Slot 2 weapon. A good weapon, it boasts decent damage and accuracy, but is hampered by its small magazine of 8 rounds. It can be upgraded with an extended magazine (increasing the size to 20 rounds), a fire rate mod (which somehow turns the pistol into a fully automatic machine pistol), and an accuracy mod.

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Tokarev TT-30, first version of the Tokarev pistol - 7.62x25mm Tokarev
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The TT-30 in the loadout screen.
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Highwire holds his Tokarev TT-30 as he leads a small strike force into a mercenary-occupied facility on Xuglop.
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Highwire fights off grunts guarding a conveyor belt with his TT-30.
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Highwire reloads his TT-30 as he engages the grunts.

AMC Auto Mag

The AMC Auto Mag Pistol appears as the "Auto Mag" and is a special Slot 2 weapon for Highwire. It boasts very high stopping power and great accuracy for a pistol, but shares the same rate of fire and magazine size as an nonupgraded Tokarev TT-30. In addition, the pistol's accuracy will falter with rapid shots, thus necessitating a slow but steady fire rate in order to hit distant targets. The weapon's rounds are capable of penetrating enemy body armor, but will bounce off of heavy armor, such as powersuits. It is available by purchasing it from the Shopkeeper for 20k base budget.

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Auto Mag Pistol - .44 AMP
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The AMC Auto Mag in the loadout screen.
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Highwire brandishes the Auto Mag as he investigates a highway turnpike.
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Highwire fights off Cycloid Assault Troopers in the turnpike garage.
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Highwire reloads his Auto Mag as an Assault Trooper and Assault Captain engage him.

Heckler & Koch VP70M

A modified Heckler & Koch VP70M pistol appears as the "Remote Dart Gun" and serves as the default Slot 7 weapon for Rusty Nails. It fires small high-explosive darts that can be remotely detonated through an unseen mechanism, as well as incendiary darts that emit a ring of fire upon detonation, setting alight anyone unfortunate to be caught in the blast. There is no limit as to how many darts can be set, allowing for crafty players to set traps on unsuspecting enemies.

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Heckler & Koch VP70M with stock - 9x19mm
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The Heckler & Koch VP70M in the loadout screen.
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Rusty wields his modified VP70M as he stares at an unsettling figure encased in the glass in front of him.
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Rusty fights the Bruiser Brothers guarding the entrance to the town library with his VP70M.

Sphinx 3000

A pistol based on the Sphinx 3000 pistol appears as the "MS-Corp Pistol" and serves as the default Slot 2 weapon for Mikko Sandt. It is a select-fire machine pistol, capable of semi-automatic and fully automatic fire, and is equipped with a laser aiming module and armor-piercing rounds. It boasts a good rate of fire, accuracy, and armor penetration capability. The pistol can be upgraded with an extended magazine (increasing its size from 20 rounds to 40 rounds), an accuracy mod, and a rate-of-fire mod.

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Sphinx 3000 - 9x19mm
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The MS-Corp Pistol in the loadout screen.
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Mikko equips his MS-Corp Pistol as mercenaries invade the entryway of his newly acquired research facility on Energeia.
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Mikko engages a lone mercenary with his MS-Corp Pistol.
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Mikko reloads his pistol as he scouts out the helipad of the facility.

Beretta Px4 Storm

A modified Beretta Px4 Storm appears as the "Metal Storm Pistol" and serves as the default Slot 2 weapon for Micky Crisp. The pistol boasts a decent rate of fire and accuracy, along with decent armor-piercing capability and the ability to fire its entire magazine in one shot (how this is possible with a pistol of conventional design is beyond anyone's imagination). Upgrades for it include an armor-piercing mod (which allows it to pierce heavy armor; also turns the pistol into a long-slide Inox model) and an accuracy mod.

In addition, if the player completes Episode 1 on Expert difficulty or higher, they can unlock the a gold-plated version of the Metal Storm Pistol, also for Micky. Not only does it retain the original Metal Storm pistol's damage, accuracy, alt-fire, and armor-piercing capability, it also gains the ability to damage all other enemy types, including supernatural enemies, with its gold bullets. However, its accuracy and armor-piercing capability cannot be upgraded. It can be purchased from the Shopkeeper for 75k base budget.

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Beretta Px4 Storm - 9x19mm
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The "Metal Storm Pistol" in the loadout screen.
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Micky holds his Metal Storm pistol as he infiltrates an Earth Attack Force base in Spain.
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Micky loads his Metal Storm pistol as he discovers that the base appears to be attacked by an unknown force.
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Micky fends off a satyr with his Metal Storm pistol.
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Micky peeks around a corner with his gold-plated Metal Storm pistol as Brotherhood forces (yes, that Brotherhood) converge on his position.
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Micky fends off a Brotherhood footsoldier with his gold-plated Metal Storm pistol.
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Micky reloads his gold-plated Metal Storm pistol as a pair of Brotherhood footsoldiers attempt to corner him in the hospital.
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Beretta PX4 Storm Inox - .40 S&W
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Micky reloads his upgraded Metal Storm pistol after firing a couple shots at a target in the AMC headquarters' firing range.

IMI/Magnum Research Desert Eagle

The Desert Eagle is Bombshell's default Slot 2 weapon. It boasts high damage, good accuracy and a decent rate of fire, and it is equipped with a laser-aiming module for improved accuracy; however, it is hampered by its small magazine of 7 rounds. It currently does not have any upgrades.

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Desert Eagle Mark XIX - .50 AE
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Bombshell brandishes her Desert Eagle as she begins her vacation in a bar in Nevada.
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Bombshell fires her Desert Eagle at invading Cycloid forces as they sack the bar.
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Bomshell reloads her Desert Eagle, having had enough of the Cycloids ruining her vacation.

Revolvers

MP-412 REX

The MP-412 REX appears as simply the "Revolver" and serves as the default Slot 2 weapon for Rusty Nails. It possesses good damage, accuracy and rate of fire, and has an alt-fire where Rusty fans the hammer for increased fire rate. It also possesses the shortest reload time of only 1 second, allegedly due to Rusty being so familiar with revolvers that he can reload them by simply flicking them open and shutting it quickly, the rounds magically appearing just as he flicks it shut. These attributes make this weapon very powerful to use, especially against single targets. The MP-412 REX has only one upgrade, which is an accuracy upgrade which makes the gun suitable for hunting distant targets.

In addition, a gold-plated version of the MP-412 REX appears as the "Gold Revolver" and is a special Slot 2 weapon also for Rusty Nails. Statistically, it possesses the same attributes as the regular Revolver, with the addition of the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

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MP-412 REX - .357 Magnum
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The MP-412 REX in the loadout screen.
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Rusty dual wields his MP-412 REX Revolvers as he overlooks the ghost town of Millhaven, Texas.
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Rusty loads his MP-412 REXs as he sets foot into the ghost town.
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Rusty later fights off a group of cultists who ransacked the town with his dual MP-412 REXs.
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Rusty fights off a cultist guarding the town's church with his MP-412 REX.
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Rusty investigates the barracks overlooking the town's firing range with his MP-412 REX in hand. Note the Riot Gun from Shadow Warrior.
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Rusty equips his gold-plated MP-412 REX as he wanders to the entrance of a dojo hidden in a forest in Japan.
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Rusty fights off ninjas guarding the dojo with his gold MP-412 REX.
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Rusty reloads his gold MP-412 REX after defeating the ninjas.
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Rusty brings out his dual gold-plated MP-412 REXs as more ninjas spawn in the dojo.
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Rusty reloads his dual gold MP-412 REXs after being certain that no more ninjas will spawn in to the room.

Remington 1858 New Army

The Remington 1858 New Army appears as the "Remington 1858" and is a special Slot 2 weapon for Rusty Nails. It is weaker than the default MP-412 REX, but still possesses good accuracy and rate of fire. To compensate for its weaker damage output, the Remington 1858 New Army has been modified to accept silver cartridges, which gives it the capability to damage supernatural enemies. In addition, the cartridges have limited armor-piercing ability, allowing it to penetrate enemy body armor. The Remington 1858 New Army can be unlocked by defeating Dr. Jekyll in his first phase, then picking up his gun on the podium behind him in his second phase; if the player misses this, the weapon can be found in Rusty's room in the AMC Base after completing the mission "Welcome to Millhaven."

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Remington 1858 New Army - .44 caliber
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The Remington 1858 New Army in the loadout screen.
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Rusty fires his Remington 1858 New Army at Cycloid Assault Troopers guarding the entrance to an Allied Military Complex branch office.
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Rusty reloads his Remington 1858 New Army after securing the entrance to the office building.

Mateba Autorevolver

A gold-plated Mateba Model 6 Unica revolver appears as the "Gold Magnum" and is a special Slot 2 weapon for Geoffrey. It is incorrectly depicted as a fully automatic weapon, with a bottomless magazine and the ability to fire 3 rounds in a single shotgun-like blast as its alt-fire. Regardless, it possesses the same attribute as other gold-plated weapons, that being the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

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Mateba Model 6 Unica, 6" barrel - .357 Magnum
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The gold-plated Mateba Model 6 Unica revolver in the loadout screen.
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Geoffrey tests out his gold-plated Mateba Model 6 Unica at the AMC Base's firing range.
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Geoffrey fires his gold-plated Mateba Model 6 Unica at an oncoming Gorilla trooper.

Shotguns

Armsel Protecta

The Armsel Protecta appears just the "Protecta" and is James' default Slot 3 weapon. It boasts a large magazine of 12 shells, decent accuracy, high fire rate, and good damage. However, it is hampered by a slow reloading process where James must load each shell in one at a time (unless the player has equipped the shotgun loading belt, which speeds up the process). The shotgun can also accept alternate ammo types, such as explosive shells. The weapon has only 1 upgrade, which is only available after the player has completed the "Oil Rig" mission; it is a magazine upgrade, which increases the magazine size to 16 shells.

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Armsel Protecta with 12" barrel - 12 gauge
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The Protecta on the loadout screen.
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James holds his Protecta as he stands in front of another Protecta.
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James kills an Assault Trooper with his Protecta, careful not to damage any of the books on the shelves.
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James reloads his Protecta while behind cover.

Pancor Jackhammer

The Pancor Jackhammer appears as just the "Jackhammer" and is a special Slot 3 weapon for James. It is a powerful shotgun, with a 10-shell cassette and a high rate of fire, but suffers from heavy recoil. The Jackhammer cannot accept alternate shotgun ammo types due to its cassette-fed design. To unlock this weapon, the player must complete Episode 4 of the AMC TC's prequel mod, Imagination World 2, and get the good ending, then copy the "iw_complete.amctc" file over to the AMC TC's data folder.

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Pancor Jackhammer - 12 gauge
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The Jackhammer in the loadout screen.
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James wields his Jackhammer as he is about to grab another one from a weapon case.
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James fights an Assault Enforcer in the Earth Defense Force offices with his Jackhammer.
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Meanwhile, James reloads his Jackhammer as he ascends to the next level of an Imperial-controlled building in Russia.

Browning Auto-5

The Browning Auto-5 appears as the "Auto 5" and is a special Slot 3 weapon for James. It has a smaller magazine size of 5 shells and a slightly slower rate of fire; however, it boasts the highest accuracy of all of James' shotguns, and can accept alternate shotgun ammo types. The alt-fire even has James aim down the sights of the shotgun. It is found in the mission "Welcome to Millhaven," in a building near the lake in the upper area of the town.

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Browning Auto-5 with 23" barrel - 12 gauge
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The Browning Auto-5 in the loadout screen.
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James wields his Browning Auto-5 as he stands over a few dead Triads members in a dojo in Chinatown.
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James loads his Auto-5 as he prepares to engage more Triad forces outside the dojo.
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James engages Guardians in an alley with his Auto-5.
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James aims down the Auto-5's sights as he checks for any Triads or Shadow Realm forces in the area.
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An Auto-5 on the ground.

Kel-Tec KSG Tactical

A Kel-Tec KSG Tactical appears as the "KSG-12" and is a special Slot 3 weapon for James. Its twin side-by-side tube magazines are actually functional here, with separate ammo counters for each tube magazine, allowing the player to load different ammo types into the shotgun. In addition to this, the shotgun boasts good accuracy and damage, making it a formidable weapon to use. The KSG Tactical is found in the mission "Island Facility," in a room with heavy machinery and crates; the weapon is locked in a briefcase in a small area surrounded by various tools.

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Kel-Tec KSG Tactical - 12 gauge
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The Kel-Tec KSG Tactical in the loadout screen.
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James tests out his Kel-Tec KSG Tactical in the AMC Base's firing range.
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James loads his KSG Tactical while staying alert for enemy forces on Xuglop.
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James pumps his shotgun, ready to continue his one-man assault on the mercenary-controlled complex.
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James engages with a Terminator endoskeleton in a vehicle bay.

Heckler & Koch CAWS

A gold-plated Heckler & Koch CAWS appears as the "Gold HK CAWS" and is a special Slot 3 weapon for James. It is chambered in specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts a high rate of fire, good damage, and good accuracy; however, it cannot accept alternate shotgun ammo types. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper.

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Heckler & Koch CAWS - 12 gauge
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The gold-plated Heckler & Koch CAWS in the loadout screen.
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James wields his gold-plated Heckler & Koch CAWS as he stands over the decapitated corpse of a Cycloid Assault Enforcer.
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James fights off Assault Troopers trying to avenge their fallen comrades with his CAWS.
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James reloads his CAWS after fending off the vengeful Assault Troopers.

Remington 870 MCS

The Remington 870 MCS appears as the "R870" and is Highwire's default Slot 3 weapon. It is the most balance of all of Highwire's Slot 3 weapons, with good damage, good accuracy, and the ability to accept alternate ammo types. However, it is hampered by a small magazine size of 5 shells (plus 1 in the chamber) and a slow rate of fire. It only has one upgrade, which increases the magazine size to 7+1 shells.

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Remington 870 MCS - 12 gauge
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The Remington 870 MCS in the loadout screen.
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Highwire wields his Remington 870 MCS as a Pig Cop ambushes him in the back of a food truck.
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Highwire reloads his Remington 870 MCS while prowling through a rundown motel.
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Highwire duels against a Cycloid Battlelord with his Remington 870 MCS.

Saiga-12

A Saiga-12K with a flat dark earth finish, EOTech sight, and Magpul AFG foregrip appears as the "Saiga-12" and is a special Slot 3 weapon for Highwire. This shotgun has a high rate of fire, decent accuracy, and good damage, but can only accept 8-round magazines, which makes it unable to use alternate shotgun ammo types; to compensate, the shotgun has a very fast reload speed of 1 second. Overall, it is useful for either crowd control or eliminating heftier targets. It is unlocked by purchasing it from the Shopkeeper after the player has rescued Matvei from the bunker in the mission "The Revolution."

Oddly enough, the pickup voxel for Rusty Nails' "AutoM Shotgun" is a Saiga-12 mated to a Center Balanced Systems Spike X1S AK Chassis, equipped with an extended magazine and an EOTech sight. Picking it up switches it to an SRSS BullDog 762, however. This is most likely an oversight on the dev team's part, when they were switching the sprites to original assets.

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Saiga-12K - 12 gauge
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The Saiga-12K on the loadout screen.
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Highwire loads his Saiga-12K as he leads a strike force through the streets of the Imperial Union's capital city.
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Highwire engages Imperial forces with his Saiga-12K.
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CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.
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Rusty stares at a Saiga-12K in a CBRPS Spike X1S AK Chassis on the ground. Picking this up turns it into an SRSS BullDog 762, however.

Chiappa Triple Threat

A gold-plated Chiappa Triple Threat appears as the "Gold Triple Threat" and is a special Slot 3 weapon for Highwire. It fires specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts high damage, decent accuracy, and a fast reload time, but it can only hold 3 shells. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for an astounding 150K base budget.

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Chiappa Triple Threat - 12 gauge
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The gold-plated Chiappa Triple Threat on the loadout screen.
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Highwire clears out an Earth Defense Force outpost of Cycloid forces with his gold-plated Chiappa Triple Threat.
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Highwire reloads his Chiappa Triple Threat as he prepares to enter a flooded room.