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Killing Floor

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Killing Floor
PC Boxart
Release Date: May 14, 2009
Developer: Tripwire Interactive
Publisher: Tripwire Interactive
Platforms: PC
Mac OS X
Genre: First-Person Shooter


Killing Floor (also known as KF) is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for Unreal Tournament 2004, officially announced on March 2009, and was built on a heavily modified version of the Unreal Engine 2.5 owned by Epic Games. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.

The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the "protest", only to find hordes of mutated humans called "Specimens" waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.

Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.

The following weapons appear in the game Killing Floor:


Handguns

Beretta M9A1

The Beretta M9A1, fitted with a weaponlight, appears as the "9mm Tactical" and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (similarly to both Left 4 Dead and Left 4 Dead 2). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. As is standard with most of the sidearms of Killing Floor, the hammer is not cocked back and never moves either. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.

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Beretta M9A1 - 9x19mm
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A survivor holds his M9A1, note that the hammer is and remains uncocked.
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The survivor takes aim at some distant Clots and gives us a look at the M9A1's sights.
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The survivor dual wields M9A1's and prepares to use them against some unruly Clots.

Heckler & Koch Mark 23 Mod 0

The H&K Mark 23 Mod 0, appearing as the "MK23", was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with it's hammer cocked back and also comes with green tritium night-sights.

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Heckler & Koch Mark 23 Mod 0 - .45 ACP
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A survivor wanders a forest with his Mark 23, note the cocked back hammer.
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Noticing some enemies have joined him, the survivor reloads his Mark 23.

IMI/Magnum Research Desert Eagle Mark XIX

The Desert Eagle Mark XIX, appearing as the "Handcannon", is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols. The "Handcannon" is the most powerful handgun in the pistol lineup, with a usual 1-2 shot kill on anything up to a bloat, it's trade off is it's high recoil and small magazine. It has been given a gold-plated variant with the second Golden Weapons Pack, with the "Golden Handcannon" coming in Magnum Research's Tiger Stripe finish.

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Desert Eagle Mark XIX - .50AE
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A survivor wields his newly purchased "Handcannon", note the hammer is uncocked.
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Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the "Desert Eagle" name isn't a thing.

Smith & Wesson Model 29

The S&W Model 29, as the ".44 Magnum", was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.

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Smith & Wesson Model 29 - .44 Magnum
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A survivor wanders an abandoned motorway with his Model 29.

Colt 1851 Navy

The 2012 Halloween event adds a modified Colt 1851 Navy revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC. The Flare Revolver's a interesting weapon, while being lighter than most of the other Firebug weapons, it's damage is pretty mediocre and even the Siren's scream can destroy flares.

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Colt 1851 Navy - .36 caliber
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A survivor wanders a warehouse with his Flare Revolver.
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The reload of a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.

Submachine Guns

Heckler & Koch MP5A4

A new weapon for the Medic perk is the Heckler & Koch MP5A4, referred to as the "MP5M". Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. The MP5M is a solid SMG for any medic, with it's easy to read sight and plentiful back-up ammo only nullified with a rather weak damage per shot.

It is one of four weapons given proper camouflage with the "Camo Weapon Pack" DLC - it is given a blood-splattered woodland finish referred to as "Blood camo". Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.

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H&K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm
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A survivor and his MP5M wander the bloody streets of abandoned West London.
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Having run into trouble, the survivor reloads his MP5M; a process similar to the FAL from Call of Duty: Modern Warfare 2, only with less clipping issues and more HK Slap.
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The promotional image of the MP5M with "blood camo" in the advertisement for the "Camo Weapon Pack".

Heckler & Koch MP7

One of the Medic perk's primary weapons is the Heckler & Koch MP7, referred to as "MP7M" in game. As a Medic weapon, it is equipped with a medication dart launcher attached to the side rails of the MP7, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. The MP7M is another solid medic weapon choice, with a high rate of fire, low weight and even serving as a spawn weapon for Level 6 medics. It's MAC-10-like Rate of Fire is a pain to deal with though, forcing a ton of reloads.

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Heckler & Koch MP7 - 4.6x30mm
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A survivor wanders the streets of London with his MP7M, note the medical dart launcher on the side.

Thompson Submachine Gun

Multiple versions of the Thompson Submachine Gun have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The M1A1 is a rather fun weapon for use by most classes, with low vertical recoil, powerful round and reliability to decapitate low level enemies tempered by it's rather lackluster power against enemies like Fleshpounds and low ammo reserve.

The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both Killing Floor and Red Orchestra 2: Rising Storm, and is named "Rising Storm Tommy Gun" respectively. The Rising Storm Thompson is very similar to the standard M1A1 in raw power and damage, reliably decapitating weak enemies with a couple of shots. The bonus with the Rising Storm is that it packs the largest base magazine size for all the Commando weapons and isn't too expensive in comparison with it's counterparts. It's faults is it's even weaker power to bigger enemies, it's low ammo reserve and the fact you have to buy Rising Storm to actually use it.

The second Community Weapon Pack includes a "steampunk" version of the weapon referred to as "Dr. T's Lead Delivery System". , and loads from 40 round drums instead of 50 because Steampunk. Again, it has the same pros as both other versions of the Thompson, but with some more annoying cons added on, such as producing smoke when firing and slower reload. Both M1928's being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.

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Colt M1928 Thompson - .45 ACP
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Colt M1A1 Thompson - .45 ACP
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A survivor wields his M1A1 "Tommy Gun".
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While wandering an underground destroyed research lab, a survivor brings his M1928 "Rising Storm Tommy Gun" to bear.
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Finally, there is the M1928 "Dr. T's Lead Delivery System", complete with golden finish, various gears and steampunk swooshes.
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A group of Clots watch from afar as a survivor pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.

MAC-10

A Firebug weapon, the MAC-10 is equipped with its distinctive suppressor and has 30 round mag of .45 ACP. The magazine size can be extended to 47 with a high enough Firebug perk. The MAC-10 can be fired in semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the bolt will lock forward when the reload animation starts. The MAC-10 is a good starting round weapon for a Firebug, being a effective long-range weapon and with a high rate of fire in comparison to the other Firebug starting weapons. Its rather obtrusive iron sights and high recoil makes the weapon less effective in later rounds.

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Ingram MAC-10 with suppressor - .45 ACP
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A survivor looks off into the radioactive waste-filled lake in Hillbilly Horror, his MAC-10 in hand.

TDI Vector

Named the "Schneidzekk Medic Gun", the TDI Vector was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It It holds 25 rounds in a 30 round magazine. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights. The Schneidzekk, which means Zed Cutter in German, is an interesting weapon choice for a medic wanting the power of the Thompson while still being able to use medical darts. The downsides of the weapon would be its high price and poor accuracy.

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TDI Vector - .45 ACP
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A survivor wanders a Moon Base, yes Moon Base, with his Vector.
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Even in space, no one can escape Specimen and the survivor reloads his Vector.

Shotguns

12 Gauge Double Barreled Shotgun

A double barreled hunting shotgun is available in the game. Called the "Hunting Shotgun", it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. The weapon's accuracy is rather poor and reloading it takes time.

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Stoeger/IGA coach gun - 12 Gauge
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A survivor and his "Hunting Shotgun" look for some "game" in West London.

AA-12 CQB

The main weapon of the Support Specialist perk is an AA-12 CQB automatic shotgun. It uses 20-round drum magazines and has the largest reserve ammo pool at 80 rounds, something it goes through quickly due to its full-automatic nature however. While it's very powerful and has a quick reload, the AA-12 is heavy and very expensive. Unlike the real AA-12, it has a semi-automatic fire mode. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.

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AA-12 CQB - 12 Gauge
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A survivor admires his AA12, wondering if he'll encounter any Zeds so he can introduce it to them.
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Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.

Benelli M3 Super 90

The basic shotgun in the game is a Benelli M3 Super 90, called the "Shotgun", it comes with a weaponlight mounted that does work. In-game it is only pump-action. The M3 Super 90 is a solid shotgun for earlier rounds though gets a bit weaker later on and it's iron sights are rather obstructive to aim. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.

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Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge
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A survivor prepares to breach a phonebooth with his M3 Super 90.
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Promotional image of the Benelli M3 Super 90 with "blood camo".

Benelli M4 Super 90

The Benelli M4 Super 90 shotgun was added in the Twisted Christmas 2011 update, appearing as the "Combat Shotgun". Like the M3, it mounts a weaponlight as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity (6, indicating the use of three-inch shells; incidentally, both weapons take the same amount of time to fully reload from empty, due to the previous two facts). This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.

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Benelli M4 Super 90 with 6-round tube - 12 Gauge.
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A survivor stares down a Scrake with a Combat Shotgun.
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A survivor reloads his Combat Shotgun whilst wandering a player-made map based off of the first level of DOOM II.
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The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.

Kel-Tec KSG

Appearing as the "HSG-1 Shotgun", a modified version of the Kel-Tec KSG appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads as well as fancy tritium sights. In keeping with its "futuristic" appearance, the KSG makes strange "power-up" type sounds when a new magazine is inserted or the handle is pumped. While lighter and having a farther range than the other shotguns, the HSG-1 does less damage than the other shotguns.

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Kel-Tec KSG - 12 Gauge
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The "HSG-1 Shotgun" in all of it's glory.

Winchester Model 1897 Trench Gun

Added to the game with the 2012 Halloween update is the Trench Gun version of the Winchester Model 1897. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth. The "Trenchgun", as the game calls it, packs a mean whallop as well as coming with a generous amount of spare shells. It is a bit less useful against bigger enemies like the Scrake and the Fleshpound.

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Winchester M1897 "Trench Gun" - 12 Gauge
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A survivor wields his "Trenchgun" while taking a break in a small park.

Rifles

Winchester Model 1894

One of the cheapest weapons in the game is a Winchester Model 1894. In previous versions, it has been referred to as the "Winchester". It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.

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Winchester Model 1894 - .30-30
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A survivor and his Winchester go out on the prowl for any specimen.


Short Magazine Lee-Enfield No. 4 Mk. I

Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original SMLE, but rather a "steampunk"-style weapon named the "Single-Piston Long Musket". As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with Call of Duty: Finest Hour and ZombiU of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.

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Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British
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A promotional image showing the "Single-Piston Long Musket" in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.
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Another promotional image of the "Single-Piston Long Musket".

Assault Rifles and Carbines

Colt M4A1 Carbine

The M4A1 was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the "M4", fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the "M4 203", using iron sights rather than the M68 CCO and fitted with a Knight's Armament M203A1 grenade launcher which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.

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Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO
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A survivor wields his M4A1 Carbine, note that he uses the magwell as a foregrip.
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Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm
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Another survivor wields his "M4 203", ready to lob some 40mm doom.
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Promotional image of the M4A1 with digital desert-style camo.

L22 Prototype

The first of the Commando-perk weapons is the L22 prototype, dubbed the "Bullpup". It has a mounted EOTech red dot sight (which is unrealistic, as the rail on the L22 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place. The L22 is a useful weapon, usually found on the ground and good enough against most enemies, although it suffers against the bigger enemies.

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L22 prototype with SUSAT scope - 5.56x45mm
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A survivor grabs his L22 prototype and brings it to bear against the first wave of enemies.
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The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.

Romanian AIMR

The AIMR, referred to as an "AK47", is the second Commando weapon. The AIMR serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMk17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.

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AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).
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A survivor looks at his newly purchased AIMR.
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A dropped AIMR. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on. Also note two lined up detents below the selector switch for full-auto and semi-auto fire modes respectively.
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The Golden AK47: the AIMR with gold plating or engraving on everything but the pistol grip.

MKb42(H)

The Halloween 2012 event added the MKb42 to the game as another Commando weapon. Sporting a reference to Red Orchestra 2: Heroes of Stalingrad, the MKb is another all-rounder weapon, with rather controllable recoil and rate of fire, though the ironsights aren't as nice as the othe rifles. Like all of the assault rifles, high level Commando characters can have the magazine capacity boosted from 30 to 37.

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Haenel MKb 42(H) - 7.92x33mm Kurz
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A survivor and his MKb attempt to go for a picnic, only to find rude Specimen.

Battle Rifles

FN FAL 50.00

Added for the 2012 summer event, the FN FAL 50.00 is a new, powerful Commando weapon. Called the "FNFAL ACOG",like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power as well as lower recoil, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.

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FN FAL 50.00 - 7.62x51mm NATO
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L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO
File:KF-FAL.jpg
A survivor wanders an abandoned motorway with his FAL.
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Hearing some rustling in the trees, the survivor draws a bead on a tree and gives us a look at the FAL's ACOG sight.

FN SCAR-H STD (Mark 17 Mod 0)

The FN SCAR-H STD, appears as the "SCARMK17", is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game as well as the highest recoil on par with the Draco.It features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.

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Third Generation FN SCAR-H STD - 7.62x51mm NATO
File:Killing floor SCAR H.jpg
Nearing the end of a match, a survivor wields his newly purchased SCAR-H.

Mark 14 Mod 0 Enhanced Battle Rifle

One of the primary Sharpshooter weapons in the game is a Mk. 14 Mod. 0 EBR rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'. While it has a high price at the trader and rather high recoil, it comes with standard 20 round magazines, a high DPS and usable laser sight.

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Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO
File:Killing floor M14 EBR.jpg
A survivor wields his modified Mk. 14 Mod 0.

Kel-Tec RFB Carbine

A futuristic Kel-Tec RFB Carbine looking weapon, called the "M7A3", was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it. The design shares a number of features with this concept art for a caseless 5.72mm rifle, though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30. The "M7A3" packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS and allows the medic a dart-launching weapon that isn't an SMG.

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Kel-Tec RFB Carbine - 7.62x51mm NATO
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Promotional image of the M7A3.
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A survivor wields his M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.
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After a firefight near a abandoned manor house, the survivor reloads his M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.

Sniper Rifles

Barrett M99

Appearing as the "M99 AMR", the Barrett M99 is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.

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Barrett M99 - .50 BMG
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Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.

Explosives

L2A2

The standard grenade, players are equipped with the L2A2. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can "stack" them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.

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L2A2 High-Explosive Fragmentation grenade
Trader image for the in-game L2A2.

M79 Grenade Launcher

An M79 grenade launcher can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though it's single shot capacity does lower it's damage a bit.

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M79 grenade launcher - 40mm
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An survivor and his M79 go for a lovely afternoon stroll in London.
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At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.
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Said survivor begins reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.

Milkor MGL Mk 1S

A Milkor MGL Mk 1S with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, though the reload is incredibly slow.

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Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
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An survivor prepares to unleash havoc with his new M32.
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Promotional image of the MGL with digital desert-style camouflage.

M203A1 Grenade Launcher

The M203A1 grenade launcher is mounted on the "M4 203" version of the M4A1 carbine. The damage of the 203 is on par with the M79, though is limited with it's small spare ammo supply.

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M203A1 mounted on an M4A1 carbine - 40x46mm
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M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.
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A survivor wields his M4A1 and M203 combo on the abandoned motorway.

LAW 80

A missile launcher called the "LAW" is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, "Who dares wins", is printed on the side of it. It resembles a LAW 80.

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LAW 80 - 94mm
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A "LAW" lying discarded on the ground.
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With the final round in sight, a survivor prepares to end it with his LAW.