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Insurgency

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Insurgency for current discussions. Content is subject to change.


Insurgency 2
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Release Date: 22 Jan 2014
Developer: New World Interactive
Publisher: New World Interactive
Platforms: PC
Genre: First-Person Shooter


Insurgency 2 is the standalone version of the Half Life 2 Mod Insurgency. It is listed simply as "Insurgency" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices.

In January 27, 2016, the game is further developed with a mod expansion titled Day of Infamy. The mod takes the game away from the modern setting back into World War II. Currently, the mod allows the player to play as the American and German army. The mod also plans to add the British Army into the game as well.

The following weapons appear in the video game Insurgency 2:


Insurgency Base Game

Weapons used by both Teams

Beretta M9

The Beretta M9 is used by the Security by default, though either team can choose it. It holds 15+1 rounds and can equip several accessories. It costs 1 supply point. The Security Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have exclusive access to a suppressor for it

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Beretta M9 - 9x19mm. U.S. military-issue 92FS. Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS.
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The Beretta M9 in the customization screen
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The Beretta M9 being held
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The Beretta M9 being reloaded
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The Beretta M9 iron sight

Smith & Wesson Model 10

The Smith & Wesson Model 10 can be used by both teams, but is mainly focused to be used from insurgents. It can be loaded with a speedloader or simply putting one bullet at time. It costs 0 supply points, along with the Makarov PM.

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Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special
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The S&W Model 10 in the customization menu.
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Holding the S&W Model 10
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Aiming the S&W Model 10
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Reloading the S&W Model 10, inserting one bullet at time

Makarov PM

The Makarov PM is used by the Insurgents by default, though either team can use it. It can equip several accessories and holds 8+1 rounds. It costs 0 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor.

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Makarov PM - 9x18mm
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The Makarov on the loadout screen.
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Holding the Makarov.
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Aiming down the Makarov sights.
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Reloading the Makarov.
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The Makarov with a laser attachment.

Weapons used by the Security

M45 / MEU(SOC)

The M45 is used exclusively by the Security team. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. Before December 19 update, it is simply retexture of the Insurgents M1911, but is now modeled correctly. Aside from its model and texture, it is identical to the Insurgent-exclusive M1911.

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M45 / MEU(SOC) Pistol - .45 ACP
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The M45 in the customization screen
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The M45 being held
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The M45 being reloaded
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The M45 iron sight
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The old version of the "M45". (Before December 19 update.)

Colt M16A4

The M16A4 is used by the Security. It holds 30+1 rounds can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. Previously, the M16A4 used a top rail with a folding rear sight, though as of the Nightfall update it has a carry handle instead when no optics are used. It can be used by the Rifleman, Sniper, Designated Marksman, Demolitions, and Specialist classes. One thing to note is the fire selector is incorrectly modeled with the safety on.

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Colt M16A4 - 5.56x45mm NATO
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The M16A4 in the customization screen
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The M16A4 being held
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The M16A4 being reloaded
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The M16A4 iron sight

The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an M203 Grenade Launcher that can, depending on class, use smoke shells or HE shells.

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M16A4 - 5.56x45mm
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M16A4 with the M203
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M16A4 with the M203 being reloaded

Colt M4A1

The M4A1 is used by the Security and it can be equipped with several accessories. It holds 30+1 rounds. It costs 4 supply points. Its recoil and stats are a mid-point between the larger M16A4 and the shorter Mk. 18. It can be used by the Rifleman, Recon, and Demolitions classes.

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Colt M4A1 - 5.56x45mm NATO
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The M4A1 in the customization screen
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The M4A1 being held
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The M4A1 being reloaded
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The M4A1 iron sight

The Demolition, Breacher, and Specialist classes in the game allows the M4A1 to be wielded with an M203 Grenade Launcher.

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M4A1 (5.56x45mm) with the M203 (40mm)
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The Colt M4A1 in the customization screen with the M203
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The Colt M4A1 with the M203

Mk. 18 Mod 0

The Mk. 18 is used by the Security. It holds 30+1 rounds. It can be equipped with several accessories and costs 3 supply points. It has some tan parts, unlike the M16A4 and M4A1. It can be used by the Specialist and Recon classes.

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Mk. 18 Mod 0 - 5.56x45mm NATO
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The Mk. 18 in the Loadout screen.
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Holding the Mk. 18.
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Aiming the Mk. 18 sights.
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Reloading the Mk. 18.
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The Mk. 18 with a foregrip and holographic sight attached.

H&K MP5KA4

The H&K MP5KA4 is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It holds 30+1 rounds and can use semi-auto, three-round burst, or automatic fire. It is a fast weapon, but rather weak and long bursts can be hard to control. It costs 2 supply points and always has its front grip. It can be used by the Specialist.

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H&K MP5KA4 - 9x19mm
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The MP5KA4 in the customization screen
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The MP5KA4 being held
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The MP5KA4 being reloaded
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The MP5KA4 iron sight
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The old version of the "MP5K". Note the lack three-round burst marking.

H&K UMP45

The H&K UMP45 is used by the Security. It correctly holds 25+1 rounds but it has an incorrect burst selective fire. It is more powerful than the MP5K thanks to the bigger caliber, but it has a slower fire rate. It can equip several accessories and costs 2 supply points. It is shown with a front grip attached by default.

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H&K UMP45 - .45 ACP
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The UMP45 in the customizations screen.
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Holding the UMP.
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Aiming the UMP iron sights.
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Reloading the UMP

Mossberg 590

The Mossberg 590 is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point and can be used by the Breacher and Engineer classes. It holds 8+1 shells and as of the October 2015 update, the reloads are performed correctly.

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Mossberg 590 Tactical Shotgun with subdued finish and Ghost Ring Sights - 12 Gauge
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The Mossberg 590 in the customization screen
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The Mossberg 590 being held
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The Mossberg 590 being reloaded
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The Mossberg 590 Iron sight

M249-E2 SAW

The M249 is used by the Security. It holds 200 rounds and can be equipped with several accessories. It costs 4 supply points and has a bipod permanently attached. Can be used only by the Support class.

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FN M249-E2 SAW - 5.56x45mm NATO
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The M249 in the customization screen.
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Holding the M249.
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Aiming the M249.
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Reloading the M249.

IMI Galil ARM/SAR

The IMI Galil ARM/SAR is available for the Security team. In-game it is identified by the "Galil SAR" but the model still presents some feature of the Galil ARM. This one has a shorter barrel and polymer handguard.

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IMI Galil ARM with polymer handguard - 5.56x45mm NATO
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IMI Galil SAR - 5.56x45mm NATO
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The "Galil SAR" in the customization screen
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Holding the "Galil SAR"
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Aiming the "Galil SAR"
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Reloading the "Galil SAR"
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"Galil SAR" on bipod. Note the same ARM handguard and it bipod opening underneath it.

Mk 14 Mod 1 Enhanced Battle Rifle

The Mk 14 Mod 1 EBR is used by the Security, it is named "M14 EBR" which is its US Army designation. It can be equipped with several accessories and holds 20+1 rounds. It is one of two weapons capable of using the Mk. 4 Scope. Unlike several depictions of the EBR, it has a functional fire selector and can be used in automatic. Used only by the Sniper, Designated Marksman, and Support classes.

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Mk 14 Mod 1 EBR - 7.62x51mm NATO
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The Mk. 14 on the loadout screen.
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Holding the Mk. 14.
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Aiming the Mk. 14. Note the trademarks and the NWI industries logo.
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The Mk. 14 with a Mk.4 scope and a suppressor.

L1A1 SLR

The L1A1 SLR is available for the Security team. It correctly shoots in semi-auto and can accept various accessories, plus, both FN FAL and L1A1 can accept the 30 round magazine by using the "extended magazine" accessory in the customization screen.

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L1A1 SLR - 7.62x51mm NATO. This is the later, typical version of the L1A1 which used black fiberglass furniture.
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The L1A1 SLR on the loadout screen.
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Holding the L1A1 SLR.
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Aiming the L1A1 SLR.

Ruger AC556

The Ruger AC556 is used by the Security. The model is still the default Mini 14 and has a 20+1 round magazine. It can equip several accessories. It costs 2 supply points and can be used by the Rifleman, Recon, and Designated Marksman classes.

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Ruger AC556 - 5.56x45mm NATO
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The Ruger AC556 in the customization screen.
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Holding the Ruger AC556.
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Aiming down the Ruger AC556 sights.
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Pulling on the Ruger AC556 bolt to chamber.

M40A1 Sniper Rifle

The M40A1 is used by the Security. It is one of two weapons capable of using the Mk. 4 Scope and holds 5 rounds in its internal magazine. Used by the Sniper and Designated Marksman classes. Uniquely, when the last round is fired the player character does not operate the bolt, a sign to reload for the attentive

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M40A1 - 7.62x51mm NATO
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The M40A1 on the loadout screen with a Mk.4 scope attached. Note the missing trigger
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The M40A1 with a scope and bipod.
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Aiming down the Mk.4 scope.

M136 AT4

The M136 AT4 is used by the Security as their primary rocket launcher. It is usable only by the Demolitions class and costs 5 points to use.

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M136 AT4 - 84mm
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The AT4 on the loadout screen.
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Holding the AT4 Launcher.
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Aiming down the AT4 sights.
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A player firing the AT4. Note the warhead is a reused RPG-7 rocket. (Possible placeholder image due to mods.)

Weapons used by the Insurgents

M1911A1

A modified M1911A1 is used by the Insurgents. It has a ring hammer, M45/MEU(SOC) sights, a long M1911 trigger, and smooth wood grips. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor

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Colt M1911A1 - .45 ACP
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The "M1911A1" in the customization menu.
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Holding the "M1911A1".
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"M1911A1" Ironsight.
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Reloading the "M1911A1".
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The old version of the "M1911A1". (Before December 19 update.)

AK-74N

The AK-74N is used by insurgents. It holds 30+1 rounds and is faster, and has a lower recoil than the AKMS but deals less damage. It can equip several accessories and costs 2 supply points. It is usable by the Fighter, Specialist, Striker, and Militant classes.

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AK-74 - 5.45x39mm
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The AK-74N in the customization screen
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The AK-74N being held
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The AK-74N being reloaded
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The AK-74N iron sight

AKMS

The AKMS is used by the Insurgents. It is incorrectly named "AKM" and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). Any Insurgent class except the Sniper can use it.

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AKMS - 7.62x39mm
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The AKMS on the loadout screen.
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Holding the AKMS.
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Aiming down the AKMS sights.
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Reloading the AKMS.
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The AKMS with a foregrip hand guard, similar to that of the Romanian AIMS.

The Sapper, Striker, and Bomber classes in the game allows the AKMS to be wielded with a GP-25. Depending on their class, the user can choose smoke shells or HE shells.

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GP-25 grenade launcher - 40mm
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The AKMS with a GP-25 Grenade Launcher on the loadout screen.
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Wielding a AKMS with a mounted GP-25.
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Reloading the AKMS-mounted GP-25.

AKS-74U

The AKS-74U is used by the Insurgents. It holds 30+1 rounds and can equip several accessories. It costs 2 supply points and can be used by the Fighter, Specialist, and Striker.

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AKS-74U - 5.45x39mm
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The AKS-74U on the loadout screen.
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Wielding a AKS-74U.
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Aiming down the AKS-74U sights.
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Reloading the AKS-74U.

Norinco SKS-D

The Norinco SKS-D can be used by the Insurgents. It is also modeled with the truncated barrel of the Chinese "Paratrooper" import model that was made for the US civilian market. It can equip several accessories, and comes with a detachable 20 round magazine. It costs 1 supply point. It can be used by the Fighter, Marksman, Scout, Sharpshooter, and Sniper.

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Norinco SKS-D - 7.62x39mm
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The SKS on the loadout screen.
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Wielding the SKS.
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Aiming down the SKS iron sights.
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Reloading the SKS. This model uses a detachable magazine rather than the normal clip-reloaded models
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The SKS with a PO 4x24P scope on it.

FN FAL

The FN FAL can be used by the Insurgents. It can equip several accessories. It holds 20+1 rounds and costs 3 supply points. Usable by all classes except the Machine Gunner and Bomber

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FN FAL 50.00 - 7.62x51mm NATO
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The FAL on the loadout screen.
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Wielding a FAL.
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Aiming down the FAL sights.
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Reloading the FAL.

TOZ-194

The TOZ-194 (simply called "TOZ" in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. It holds 6+1 shells and also now reloads correctly.

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TOZ-194 - 12 gauge
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The TOZ-194 in the customization screen.
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The TOZ-194 shotgun in your hands.
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Aiming the TOZ-194 shotgun.

Romanian RPK

The Romanian RPK is used by Insurgents. This RPK has an AKM like muzzle brake and the different receiver instead of it original flat receiver. Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. Only the Machine Gunner class can use it.

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Romanian RPK light machine gun with 40-rounds magazine - 7.62x39mm
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The RPK in the customization screen. Note the missing key on the drum and the AKM muzzle brake
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The RPK on the loadout screen on the character.
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Holding the RPK. Note the different receiver
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Aiming the RPK.
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Reloading the RPK with a drum magazine.
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The RPK with its bipod deployed.
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A RPK LMG on the ground.

IMI Galil ARM

The IMI Galil ARM is available for both teams, mainly focused to be used from insurgents though. It costs 3 supply points, it can be equipped with various accessories, but also with its standard bipod and a drum magazine.

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IMI Galil ARM with wood hand-guard - 5.56x45mm NATO
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The IMI Galil ARM in the customization screen.
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Holding The IMI Galil ARM.
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Aiming The IMI Galil ARM.
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Reloading The IMI Galil ARM.
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The IMI Galil ARM deployed with its bipod.

Mosin Nagant 1891/30

The Mosin Nagant is used by the Insurgents. It can equip several accessories. It costs 1 supply point. It can be used by the Sniper and Sharpshooter classes and aside from aesthetics, is almost identical to the M40A1 in performance.

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Mosin Nagant 1891/30 - 7.62x54mmR
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The Mosin Nagant on the loadout screen.
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Holding the Mosin Nagant.
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Aiming down the Mosin Nagant iron sights.
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Cycling the bolt-action on the Mosin-Nagant rifle.
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The Mosin with a scope and a bipod attached.

M1 Carbine

The M1 Carbine is used by the Insurgents. It can equip several accessories. It is semi-automatic and holds 15+1 rounds, but it can extended by using the extended magazine accessories, which will then use its 30 rounds magazine.. It costs 2 supply points and can be used by the Bomber, Sharpshooter, Specialist, and Striker.

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Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine
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The M1 Carbine on the loadout screen.
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Wielding a M1 Carbine.
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Aiming down the M1 Carbine sights.
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Reloading the M1 Carbine.
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M1 Carbine rail system.

MP40

The MP40 is used by the Insurgents. It is correctly shown holding 32 rounds and being unable to chamber one. It can equip several accessories. It costs 2 supply points. In terms of performance it is much like the UMP, but it has a slower fire rate and lower damage.

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MP40 - 9x19mm
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The MP40 in the loadout screen. Note the missing trigger
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Holding a MP40.
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Aiming down the MP40 iron sights.
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Setting the bolt on the MP40.
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Reloading the MP40.

Sterling Mk. IV

The Sterling Mk. IV is used by the Insurgents. It costs 2 supply points, and it can accept various attachments. In-game it is full-auto only whereas the real weapon is select fire. Furthermore, the Player Characters ill-advisedly hold it by the magazine with their left hand.

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Sterling Mk. IV Submachine Gun - 9x19mm
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The Sterling Mk. IV in the customization screen.
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Holding the Sterling Mk. IV
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Aiming the Sterling Mk. IV
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Reloading the Sterling Mk. IV

If a suppressor is attached, the sterling acquires the Sterling Patchett suppressor, but without the grip underneath it.

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Sterling Patchett Suppressed version - 9x19mm
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Holding the Sterling Patchett.
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Reloading the Sterling Patchett. Note the missing grip underneath the suppressor

RPG-7

The RPG-7 is used by the Insurgents. It can only be bought by the Striker class and costs 5 points.

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RPG-7 - 40mm
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The RPG in the loadout screen.
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Holding the RPG-7.
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Aiming down the RPG-7 iron sight.
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Loading the RPG-7 tube launcher with a rocket.

Grenades

F1 Grenade

The F1 hand grenade is the standard hand grenade of the Insurgents team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes

F1 hand grenade
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A F1 grenade in the customization screen.
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Holding a F1 Grenade.

M67 Hand Grenade

The M67 hand grenade is the standard hand grenade for the Security Team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes.

M67 hand grenade
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Holding the M67 Grenade.

M18 Smoke Grenade

The M18 smoke grenade can be used by both teams. It costs 1 supply point. In Day of Infamy the American AND the German team uses this as well.

M18 Smoke Grenade
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M18 Smoke

AN-M14 Incendiary Grenade

The AN-M14 Incendiary Grenade can be equiped by the Security team. It costs 3 supply points. Only one of these is required to destroy weapon caches

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AN-M14 Incendiary Grenade
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Holding a AN-M14 Incendiary grenade.

M84 Stun Grenade

The M84 stun grenade can be used by both teams. It costs 1 supply point.

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M84 Stun Grenade

Other Weapons

Browning M2HB

The Browning M2HB machine gun is seen on vehicles located around maps. None are available for use by the player.

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Browning M2HB - .50 BMG
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A M2HB Browning mounted on a Humvee.
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The M2HB Browning on a tank.

Heckler & Koch P2A1 Flare Pistol

The Heckler & Koch P2A1 Flare Pistol is available for both teams. It costs 1 supply point and can only be purchased on night time maps

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Heckler & Koch P2A1 Flare Pistol - 26.5mm
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Holding the H&K P2A1
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Aiming with the H&K P2A1
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Shooting
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Reloading the H&K P2A1

Day of Infamy Mod

American Team

M1911

The M1911 is available for use in the American team. It seems to be the same model from the base game as it features a ring hammer. The default magazine allows the pistol to hold 7+1 rounds, but the extended allows for 15+1 rounds. It costs two supply points.

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Colt M1911A1 - .45 ACP
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The M1911 pistol in the inventory menu.

M1928A1 Thompson

The M1928A1 Thompson is available for use in the American team. The Thompson comes with a variety of magazine upgrades, holding 20+1 default, 30+1 extended, and 50+1 with drums (Though, the +1 should not be possible for an open-bolt firearm). It costs two supply points.

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M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP
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The M1928A1 Thompson in the inventory menu.
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The player character holding the M1928A1 Thompson.
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Holding the M1928A1 Thompson.
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Aiming the M1928A1 Thompson.
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Reloading the M1928A1 Thompson.
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Pulling the bolt on the Thompson.
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The Thompson with the foregrip and 50-round drum magazine in FPS view.

M1 Carbine

The M1 Carbine is used by the American team. It is currently the model from the base game, which would be anachronistic due to the bayonet lug. The default magazine allows the weapon to hold 15+1 rounds, but the anachronistic extended magazine option allows for 30+1 rounds to be used.

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Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine
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The M1 Carbine in the inventory menu.

M1903A3 Rifle

The bolt-action M1903A3 Springfield rifle is in use by the American team, however the base model in the game is of the Mosin Nagant rifle. It can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs one supply point.

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M1903A3 rifle - .30-06

M1 Garand

The semi-automatic M1 Garand is available as the standard rifle of the American team. It can hold only 8 rounds and can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs two supply points.

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M1 Garand - .30-06
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The M1 Garand in the inventory menu.
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The player character holding the Garand rifle.
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Holding the M1 Garand.
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Aiming the M1 Garand. As we can see from the receiver, this was made by NWI Armory.
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Loading the empty M1 Garand with a 8-round clip.
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About to eject a semi-loaded clip in the Garand. The player character is properly gripping onto the clip latch on the left side to allow the ejection system to happen.

Browning Automatic Rifle

The automatic M1918 B.A.R. is available for use by the American team. It can hold 20+1 rounds. It costs five supply points.

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B.A.R. M1918A2 - .30-06
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The Browning Automatic Rifle in the inventory menu.
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The player character holding the B.A.R.
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Holding the B.A.R.
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Aiming the B.A.R.
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Reloading the B.A.R.

Browning M1919

The Browning M1919 is seen in the game in the American team. The machine gun used by the infantry is the Browning M1919A6 variant, but the M1919A4 variant is also seen in game on the M4 Sherman tanks.

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Browning M1919A6 - .30-06 Springfield
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The M1919A6 in the inventory menu.
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Holding the M1919A6.
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Aiming the M1919A6.
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Reloading the M1919A6. Note that the rounds visibly depletes as the belt is spent, and that there are separate animations reloading from an empty and pulling out the belt for a fresh one.
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Browning M1919A4 - .30-06 Springfield
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A M4 Sherman tank with M1919A4 machine guns on the front hull and coaxial to the turret.

M9A1 "Bazooka"

The M9A1 Bazooka rocket launcher is available for use by the American team. It costs six supply points and only allows for one shot.

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M9 "Bazooka" - 2.36 inch
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The M9A1 rocket launcher in the inventory menu.
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Holding the M9A1 Bazooka.
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Aiming down the M9A1 Bazooka sights.
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Firing the Bazooka. Note the impressive muzzle blast, as well as what appears to be an RPG-7 rocket exiting the barrel, most likely a placeholder.

German Team

Luger P08

The Luger P08 is available for use in the German team. It can hold 8+1 rounds. It costs two supply points.

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Luger P08 - 9x19mm
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The Luger in the inventory menu.
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Holding the Luger.
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Aiming the Luger.
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Reloading the Luger.
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Chambering the Luger.

Walther P38

A Walther P38 is available for use in the German team. It can hold 8+1 rounds. It costs two supply points.

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Walther P38 - 9x19mm
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The P38 in the inventory menu.
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Holding the P38.
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Aiming the Holding the P38.
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Reloading the P38.

Walther PPK

A Walther PPK is available for use in the German team. It can hold 8+1 rounds, despite the only PPK magazine able to hold that many rounds is chambered in .22LR. It costs three supply points.

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Walther PPK - .380 ACP
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The PPK in the inventory menu.
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Holding the PPK.
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Aiming the PPK.
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Reloading the PPK.

MP40

The MP40 submachine gun is available for use in the German team. It can hold 32 rounds. It costs two supply points.

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MP40 Submachine Gun - 9x19mm
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The MP40 in the inventory menu.
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Holding the MP40.
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Aiming the MP40.
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Reloading the MP40.

Karabiner 98k

The bolt-action Karabiner 98k is available for use in the German team. It can hold 5 rounds and can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs one supply points.

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Karabiner 98k - German manufacture 1937 date - 7.92x57mm
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The Karabiner 98k in the inventory menu.
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Holding a Karabiner 98k.
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Aiming with the Karabiner 98k.
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Reloading the Karabiner 98k.

In the Sniper class, it can be mounted with a scope to be used as a sniper rifle. The mounting, however, seems to be a picatinny rail.

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Karabiner 98k Sniper with Zeiss ZF39 scope - 7.92x57mm Mauser
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A sniper variant of the Karabiner 98k on the loadout screen.
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Holding a Karabiner 98k Sniper Rifle.

Gewehr 43

The semi-automatic Gewehr 43 rifle is available for use in the German team. It can hold 10+1 rounds and can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs three supply points.

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Gewehr 43 - 7.92x57mm
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The Gewehr 43 in the inventory menu.
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Holding the Gewehr 43.
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Aiming the Gewehr 43.
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Reloading the Gewehr 43 from empty. Note the locked-back bolt.

In the Sniper class, it can be mounted with a scope to be used as a sniper rifle. The mounting, however, seems to be a picatinny rail, which would be anachronistic by about 40 years.

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Gewehr 43 with ZF 4 scope - 7.92x57mm
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The scoped Gewehr 43 in the inventory menu.
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Holding the scoped Gewehr 43. The mount seems to be the anachronistic picatinny rail.
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Aiming through the scope of the Gewehr 43.

Sturmgewehr 44

The Sturmgewehr 44 assault rifle is available for use in the German team. It can hold 30+1 rounds. It costs four supply points.

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Sturmgewehr 44 - 7.92x33mm
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The StG 44 in the inventory menu.
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Holding a StG 44.
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Aiming the StG 44.
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Reloading the StG 44.

MG42

The MG42 machine gun is available for use in the German team. It costs five supply points.

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MG-42 - 7.92x57mm
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The MG42 in the inventory menu.
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Holding the MG42
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Aiming the MG42.
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The right side of a deployed MG42 firing. Note the green casings being ejected despite them being brass on the belt before.
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Reloading an empty MG42.
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Replacing the belt of the MG42. Note that there are separate animations for replacing a belt halfway.

Panzerfaust

The Panzerfaust anti-tank recoilless gun is available for use in the German team as their long range demolition weapon. It costs six supply points for one shot.

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Panzerfaust - 44mm with 149mm warhead
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The Panzerfaust in the inventory menu.
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Holding the Panzerfaust.
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Aiming the Panzerfaust.
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The Panzerfaust after expending the warhead. Note the 15cm Nebelwerfer 41 in the background.

Grenades

MK II Hand Grenade

The American team in Day of Infamy have MK.II Hand Grenade as their primary fragmentation grenades. It costs three supply points.

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MK.II Hand Grenade
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A U.S. soldier holding a Mk.II grenade.
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A Mk.II grenade on the ground...without its pin.

Model 24 Stielhandgranate

The German team in Day of Infamy have Model 24 Stielhandgranate "Potato Mashers" as their primary fragmentation grenades. It costs three supply points.

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Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve
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A German soldier holding a Stielhandgranate.

M18 Smoke Grenade

The M18 smoke grenade can be used by both teams. It costs 1 supply point.

M18 Smoke Grenade