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Hot Dogs, Horseshoes & Hand Grenades

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Hot Dogs, Horseshoes & Hand Grenades (2016)

Hot Dogs, Horseshoes & Hand Grenades, also known as H3VR, is a virtual-reality shooting gallery sandbox game with an emphasis on realistic weapon operation. Using the HTC Vive's motion controllers players can manipulate individual rounds in a magazine, pull the cocking lever, flip safeties, deploy a bipod, fold or collapse the stock, dry-fire, and even adjust the zeroing on sights and scopes. The axis of the motion controller even conforms to the angle of each individual weapon's grip.

Outside of custom models created for the game, a good portion of the game's weapon models come from either publicly available 3D assets sold on asset stores and direct donations from freelance weapon artists to the game's lead Anton Hand. With some detailed research, it is even possible to identify the exact creators of individual models, either by researching in the asset stores or artist portfolios. For instance, many of the early weapons have made-up markings, a feature of weapons from the "Ultimate FPS Weapons Pack" by weapon artist ChamferZone, and a series of Mauser C96 variants added later in the game are all from the "Mauser Pistol Pack" by Stefan Engdahl. More info on weapon assets and artists can be found in the discussion page.

The following weapons appear in the video game Hot Dogs, Horseshoes & Hand Grenades:


Pistols

Beretta 92FS

While not directly usable in-game, a Beretta 92FS (different from the M9A1 below) is seen on the item spawner's instruction panel as an example handgun, showing off some standard controls and functions.

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Beretta 92FS - 9x19mm
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The Beretta on the instruction panel.

Beretta 92FS (modified)

Replicas of the modified Grammaton Cleric pistol from the movie Equilibrium are available in-game, having been added through Update #37. The Grammaton Cleric comes in full-auto, and boasts the same interesting muzzle flash as the movie gun.

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Screen-used rubber stunt gun. Note that this weapon lacks the selector switch of the detailed Hero gun.
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While having fun in the gun-fu range, we get a good look at the Cleric model.
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Of course, seeing as two is one and one is none, a second pistol must also be loaded.
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And cocked.
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With that sorted, it's time to unleash some completely emotionless fury on the walls of the room. Note the shape of the muzzle flashes.

Beretta 950BS Jetfire

The Beretta 950 Jetfire is one of the available firearms in-game, having been added through the first Meatmas update. 2 versions are available - a standard blued model with black plastic grips, and a gold-plated model with mother-of-pearl grips.

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Beretta 950BS (Post-1968) Jetfire - .25 ACP. This has the thumb safety that the pre-1968 models do not.
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Behold, a downright diminutive Italian handgun. Well, it isn't called a "pocket pistol" for nothing...
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Using an M1911A1 as for comparison really gives one an idea of just how small the Jetfire actually is.
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A nice touch, the barrel can be popped up for loading, just like on the real weapon.
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A look down the barrel reveals that the weapon's bore is fully modeled, rather than being solid with a drawn-on hole at either end like in many games.
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Loading a single .25 ACP round into the barrel...
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...and a magazine with 8 more into the magazine well.
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Of course, what is a tiny pocket pistol without a gold-plated version?
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And what is a gold-plated pocket pistol without a matching golden magazine?
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Seeing as manual chamber-loading is for peasants, the only proper high-class way to use the Jetfire is to chamber rounds by racking the slide.
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Aiming the golden Jetfire, which isn't easy considering the size of the sights. The fact that you're probably looking down your nose at your target doesn't help either.
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Firing a .25 round at the lowly commoner paper target ahead.

Beretta M9A1

The Beretta M9A1 is one of the available firearms in-game, and comes with a threaded barrel.

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Beretta M9A1 - 9x19mm
Sometimes you want to save your hearing, so use a suppressed M9A1.

Beretta Px4 Storm

The Beretta Px4 Storm is one of the available firearms in-game.

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Beretta Px4 Storm - 9x19mm
A little time at the range, and some fresh rounds for the Px4.

Bergmann-Bayard M1901 "Simplex"

The Wurstwurld update brought along a Bergmann Simplex pocket pistol, among many other things. Of note is that this is the first ever appearance of this weapon in a video game, and only the second documented appearance of it in any form of media, the first being in The Mystic Archives of Dantalian.

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Bergmann-Bayard M1901 "Simplex" - 8x18mm Simplex
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Admiring the Simplex in the heat of the desert sun.
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Loading in a magazine, which contains 5 rounds of proprietary (and rather anemic) 8x18mm ammunition; this doesn't exactly add up to a whole lot of firepower.
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Chambering the first of these 5 rounds with a quick tug of the bolt.
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Aiming the pistol. Small gun, small sights.
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Firing. In spite of the small cartridge, it's still perfectly capable of blowing a jug to pieces. An ejected casing can just barely be seen to the upper-right.

Browning Hi-Power

The Browning Hi-Power was added as a Christmas update.

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Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm
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The character reloads his Hi-Power while making the Winter Wonderland a whole less peaceful.

Colt M1911A1

The M1911A1 is one of the available firearms in-game. Also comes in gold and nickel-plated versions. A unique gold-plated version with unlimited ammunition, full-automatic fire capability, and a length of about 1 meter is available in the Meatmas level, which is fittingly referred to as the "Floppy McLongflopper". An artillery-sized M1911A1 was added in the Alpha 7 build of Update 52 (April Fools special), coming with its own bipod, a few normal-sized grips to manipulate the gun and pull the slide with, and uses ".45 ACP Oversize" rounds that are basically artillery rounds. An interesting note is that due to the size of the firing pin, it is possible to trigger it by firing at it with another gun.

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Pre-War Colt M1911A1 Pistol - Commercial Model known as the "Colt Government Model" - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.
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Preparing to shoot up some watermelons with an M1911A1.
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Starting things off, as always, with a quick sound check.
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The M1911A1's sights; a set of nice, clear, aftermarket 3-dot illuminated irons.
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7 rounds later, the M1911A1 locks empty.
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Rock Island Armory M1911A1 Pistol that was bright nickel plated by the owner (with Pearl grips) - .45 ACP
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Here's the nickel-plated version...
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...and here's the golden one.

Lebman Machine Pistol

A fully-automatic variant of the M1911A1, based on the machine pistol conversions created by Hyman Lebman, is scheduled for addition in Update #52.

The actual Hyman Lebman-converted M1911A1 machine pistol used by John Dillinger - .38 Super
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The converted M1911A1, complete with compensator and Thompson-type foregrip.
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Loading in the weapon's unique magazine (which is interchangeable with other M1911 pistols and magazines).
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Said magazine holds 18 rounds, and is essentially just several existing magazines welded together.
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Pulling back the slide.
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Pseudo-aiming the pistol, which is close enough to actually aiming it to show off the illuminated sights; these are a byproduct of the weapon being a modified version of the existing M1911A1 model, and aren't expected to stay.
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Especially when one considers the sheer amount of recoil this weapon produces, which renders aiming a bit unnecessary anyways.

"Compact" Glock

An unknown "compact"-sized Glock pistol (e.g. the Glock 19, the Glock 23, etc.) was made available to SWBs (Soldier Weinerbots) in Update #46.

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Glock 19 (for comparison) - 9x19mm Parabellum
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A Weinerbot ambles into an objective...
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...only to receive an axe to the face.

CZ 75 SP-01 SHADOW

The CZ 75 SP-01 SHADOW is one of the available firearms in-game, being one of the many weapons added through the 1st Meatmas update.

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CZ 75 SP-01 SHADOW - 9x19mm
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Loading a 17-round magazine into the CZ 75...
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...before giving the viewers at home a good look at that model.
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Racking the pistol's slide.
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Aiming through the CZ's illuminated 3-dot sights.
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Said sights make landing shots on target substantially easier, especially when compared to some of the game's older, smaller-sighted handguns.

Desert Eagle Mark VII

The Desert Eagle Mark VII .44 is one of the available firearms in-game. On 2018 April Fools (Alpha 7 for Update 52), a Desert Eagle made out of cardboard marked as "Degle .50" in marker pen was added to the game. It uses ".50 Imaginary" rounds (with a few custom options) in a cardboard magazine (which, due to being imaginary, always appears to be empty), and has all of its sounds voiced by game director Anton Hand.

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IMI Desert Eagle Mark VII - .44 Magnum
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Wrists? Who needs wrists?

French UNION

So far the only known media appearance of this fairly rare French machine pistol, the UNION was a version of the Star Ruby capable of full-auto fire. It had a distinctive 35-round horseshoe magazine, which is replicated in-game.

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French UNION with magazine and loading tool - .32 ACP
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When you have a game with the word "Horseshoes" in the name, you need to have a gun involving horseshoes. It's just mandatory.
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Loading in the magazine...
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...which results in something exactly as ridiculous-looking as you'd expect.
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Pulling back the UNION's slide.
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Aiming; this is a rather pointless activity, considering both the weapon's lack of sights and its short effective range.
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Unleashing a barrage of .32 ACP rounds.
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35 of the aforementioned rounds later, the UNION locks open, showing off the fluting of the barrel, which is normally covered by the slide.
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A closeup of the pistol, following a quick mag change. This shows off the labeled witness holes in the magazine (which actually allow for the viewing of cartridges in-game, and are placed every 5 rounds, starting at 15), as well as the markings, which read "PISTOLET AUTOMATIQUE FRANCAIS" on the first line, "FABRIQUE A STETIENNE-CAL 7.65" on the second, "UNION" both on the grip and to the right of the other slide markings (in quotation marks on the latter, oddly enough), and "TRADE MARK" surrounding a manufacturer's logo in the center of the grip panel. While not visible here, the front of the lower frame indicates that the serial number is 0424, and the magazine is marked "CHARGEUR "UNION" CAL.7/65 BTE S.G.D.G".
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Just in case it wasn't ridiculous enough already, the unique magazine shape of the UNION allows for... this.

Glock 22

The Glock 22 is one of the available firearms in-game, available with a full-auto mode (possible in real life with a conversion kit).

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Glock 22 3rd Generation - .40 S&W
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Deciding that iron sights are for squares, the character tacks on his hip front rail.

Kimber Warrior

Update #50 added a Kimber Warrior, fitted with non-standard grip panels, raised red illuminated iron sights, and a permanently-attached red dot sight.

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Kimber Warrior - .45 ACP
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A nice, close look at the Kimber Warrior. Also seen here is the indoor range's target board; it leaves a black mark wherever a shot is placed on the corresponding target downrange, with the most recent hit being red.
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A view through the Warrior's integrated RDS, which also shows off the co-witnessed illuminated sights. Meanwhile, RSOs around the world wince at the direction that the pistol is pointed.
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The Warrior, locked open after a successful mag dump. The extended magazine seen here was added to the game with the weapon, holds 11 rounds, and can be freely interchanged with the standard 7-rounders.
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Loading a new magazine into the Warrior.

Luger P08

The Luger P08 is another handgun option in-game, added through Update #47.

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Luger P08 - 9x19mm Parabellum
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A pre-release render of the Luger, complete with magazine. This image was also used to tease several other weapons to come, including an MP40, a Sturmgewehr 44, and a Karabiner 98k.
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The P08 steps up to the plate, determined to make a better score on the target than the M1911A1.
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Loading a magazine into the Luger; the windowed magazines do, in fact, show the rounds inside of them, both in amount and in type.
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Chambering a fresh 9x19mm round. Another nice touch, the barrel and upper frame move slightly backwards as the toggle is pulled, correctly showing the weapon's short-recoil operation.
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The icing on this subtle-detail cake, however, is the Luger's external extractor, which pops up when a round is present in the chamber.
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Aiming; the sights are typical of pistols of the era- that is to say, small.
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Unbothered by this, the invisible pair of hands holding the P08 open fire.

Luger LP08 "Artillery"

Update #52 is slated to include 3 Luger variants, the first of which being the LP08, also known as the "Artillery Luger".

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Luger LP08 - 9x19mm Parabellum
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Examining the LP08. The stock is interchangeable with the Carbine's; interestingly, these stocks were also made compatible with the game's other handguns, which led to some suitably silly-looking configurations.
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Loading in a 32-round Trommelmagazin 08, also known as the "Snail Drum".
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Cocking the LP08.
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Taking aim at the target...
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...and firing.

Mauser C96

Update #43 introduced the Mauser C96 to the game. The weapon holds 10 rounds of the 7.63x25mm Mauser cartridge (which, like some in the game, was added before there were any weapons that could use them), and can be reloaded round-by-round or with a 10-round stripper clip.

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Pre-War dated Mauser C96 "Broomhandle" Commercial Version - 7.63x25mm Mauser
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Nothing quite like sitting back, relaxing, and admiring a beautiful early selfloading handgun.
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Taking a close look at the inside of the magazine...
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...before loading it with a stripper clip. 10 rounds of 7.63x25mm Mauser, straight into the magazine.
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Seeing a charging paper target, "Wurston Churchill" opens fire. Despite there being a cutout for a shoulder stock in the grip's backstrap, no such attachment was available in-game until the release of Update #52.
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10 rounds later, he surveys the damage. Note the rear sight, adjustable for distances far in excess of the weapon's effective range.

Mauser M712 Schnellfeuer

In a similar vein to its 3 extra Luger variants, Update #52 is scheduled to include 3 variants of the Mauser C96, the first being a Mauser M712 Schnellfeuer machine pistol.

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Mauser M712 Schnellfeuer - 7.63x25mm Mauser
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The M712 has quite the imposing appearance. One might even call it a Big Mama among handguns.
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Loading a 40-round magazine into the Schnellfeuer.
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Chambering the first of those 40 rounds with a swift tug of the bolt.
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Letting all 40 rounds fly. Considering its sheer uncontrollability without a stock, there isn't really much point to aiming it.

Moses Brothers Self-Defense Engine Frontier Model B

Unlocked as a reward, the "Frontier Model B" is a precise replica of Captain Malcom's gun from Serenity and Firefly. While the original prop was actually a Taurus Model 85 in a multi-part casing meant to make it look like a semi-automatic, magazine-fed handgun, in-game it is just that- a magazine-fed, semi-automatic handgun that holds 6 rounds (plus one in the chamber) of the proprietary .36 Moses cartridge.

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The prop of Mal's handgun, as seen in Firefly.

Remington Rolling Block

The Remington Rolling Block pistol is one of the available firearms in-game, added through Update #32.

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Remington Rolling Block Cavalry - .50
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A pair of Rolling Block pistols on a table.
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Taking a good look at the pistol.
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The other side. The lighting at this angle gives a good view of the somewhat worn appearance, which is to be expected of a >150-year-old handgun.
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Loading the Rolling Block is a rather involved process; it starts with cocking the hammer...
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...opening the breech...
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...loading in a (proprietary) .50 caliber black-powder cartridge...
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...and finally closing the breech.
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Aiming the Rolling Block...
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...and firing it, producing an impressive cloud of smoke in the process. Such is expected of black-powder firearms.
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Ejecting a spent case from the pistol.

Ruger Mk III

The Ruger Mk III is one of the available firearms in-game.

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Ruger Mk III pistol stainless with standard weight barrel - .22 LR
Loading in the mag...
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And later breathing in the sweet smell of spent gunpowder.

SIG-Sauer P250 Compact

The compact version of the SIG-Sauer P250 is one of the available firearms in-game. It has a two-tone finish, is chambered in .45 ACP, and was added in Update #5.

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Early Model SIG-Sauer P250 Compact with two-tone finish - 9x19mm
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Admiring the P250, amidst a selection of other handguns.
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Loading in a standard 9-round magazine.
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Chambering the first of the aforementioned 9 rounds.
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Taking aim at a target...
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...and firing.

Thompson Center Arms Contender

The 12th alpha build of Update #52 added a Thompson Center Arms Contender pistol chambered in .45-70 Government, with a curious combination of a wooden forearm and a synthetic grip. Interestingly, it uses the same code-base as the earlier-added Orion Flare Gun, due to the near-identical manual of arms.

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Thompson Center Arms Contender - .45-70 Government
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When faced with the threat of a giant evil hotdog trying to monetize Christmas, always keep your handcannon handy.
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Opening up the breech.
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Loading in a jacketed hollow-point .45-70 round. Several other types were added as well, including soft-points, wadcutters, and solid-brass Lehigh Defense Xtreme Penetrator rounds.
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Cocking the hammer.
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Aiming; the Contender in-game is meant to be used with optics, and as such doesn't actually have any iron sights.
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This doesn't actually prevent you from hitting your target, however, as the headless fellow in the bottom-left of the shot can attest to.

Tokarev TT-33

The Tokarev TT-33 is one of the available firearms in-game.

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Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.
While doing some warehouse plinking, a reload reveals the weirdly chunky TT-33 grip.

Volcanic Repeater

The Volcanic Repeater is one of the firearms added in the Wurstworld update. It's based on an early Smith and Wesson produced Navy model, with iron frame over the later brass frame, and is chambered for .41 caliber "Rocket Ball" rounds, which are (correctly) rather anemic.

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Volcanic Repeating Arms "Navy" Pistol - .41
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While out in Wurstworld, you have to admire the detail in the Volcanic.
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Opening the Volcanic's magazine tube. A notable error is that the follower tab (the small projection sticking off of the end of the tube) is always in the pushed-forward position, meaning that there is nothing actually pushing the rounds in the magazine towards the action.
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Loading in some .41 caliber rounds...
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...which, fortunately enough, do show up in the tube.
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Chambering a round in the Volcanic.
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Taking aim with the Volcanic's rather small sights.
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Flip-cocking the Volcanic. This is one of two ways that the weapon can be used in-game; the other is holding it with two hands and working the action normally, which is much more practical, but much less cool-looking.

Walther P38

The Walther P38 was added in the 11th alpha of Update #52.

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Walther P38 - 9x19mm Parabellum
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Examining the P38. Note the Bakelite grips, which show this to be a wartime model.
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Loading in a magazine. For some odd reason, the indicator holes in the magazine aren't actually holes, and as such don't show the magazine's contents.
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Racking the slide.
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Taking a look at the sights...
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...before receiving a vision from 8 rounds in the future.

Walther P38K

Along with the full-size variant, the short-barreled Walther P38K was added in Update #52's 11th alpha.

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Walther P38K - 9x19mm Parabellum
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The two P38s resting side-by-side on a table.
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"Hey, where'd the rest of it go?"
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Taking a close look at the P38K's muzzle, in a rather inadvisable fashion.

Walther PPK

The Walther PPK was added to the game with the release of the 1st Meatmas update.

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Walther PPK - 9x17mm Browning, AKA .380 ACP
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While debuting a few new guns, you have to pause for one of the most famous pocket pistols.
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Loading a magazine into the PPK. Unlike a certain someone's PPK, this gun is chambered for 9x17mm, rather than 7.65x17mm, which gives it a 6-shot capacity.
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Chambering a round.
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Aiming the pistol. The sights are rather small, but that's the price you pay for having something concealable.
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Firing a .380 round at the target.
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Unfortunately, that grouping just won't cut it. You'll need to get a far better score on the test if you want to get your license to kill.

Revolvers

Chiappa Rhino

All versions of the Chiappa Rhino are in the game, including the 20DS, 40DS, 50DS, and 60DS models.

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Chiappa Rhino 50DS (5" barrel version), early model - .357 Magnum
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Papa Rhino comes forth to speak in front of the whole family reunion.

Colt Single Action Army

Update #42 made the Colt SAA available for use in-game, specifically the 5.5" barreled model; this was the first single-action revolver added to H3. Of note is that the weapon will fire if it is dropped on the hammer, provided that the hammer is uncocked and resting on a loaded chamber. This interesting, realistic touch is a trait shared by the other single-action revolvers added to the game later, including the Reichsrevolver M1879 and the Nagant M1895.

The SAA was actually present in the game long before Update #42, albeit not in physical form; the "Amendment 35" poster in the indoor shooting range features 2.

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Colt Single Action Army with 5.5" barrel known as the "Artillery" model- .45 Long Colt
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Behold, the greatest handgun ever made.
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Pressing the appropriate touchpad key readies the weapon for loading and unloading, half-cocking the hammer and opening the loading gate.
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Loading the revolver. As expected, the weapon holds more than enough rounds to kill anything that moves- which is to say, 6.
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Pointing the SAA at a target.
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Fanning the SAA's hammer. A fast, enjoyable way to fire, if not a terribly accurate one.
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The Amendment 35 poster, as it appears in the indoor range, revolver-wielding eagle and all.
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A clearer image of the poster, taken from the official RUST LTD website.

LAPD 2019 Blaster

Update #43 introduced the LAPD 2019 Blaster from Blade Runner, referring to it as the "LAPD 2019 Special" (another one of its common names). It is perhaps one of the most intricate depictions of the weapon in any piece of media (and most certainly the most complex weapon in the game):

The weapon, at its core, is a 5-shot, swing-out cylinder DAO revolver, chambered for the proprietary (and fictional) 10mm DSM (Discarding Sabot Magnetic) cartridge. This cartridge has a variety of available ammo types, including:

  • "Slugger" rounds (the weapon's default ammunition type; a hard-hitting, high-impact round),
  • Fragmentation rounds (yes, the weapon can fire grenades),
  • "Swarm" rounds (multi-projectile, shotgun-like rounds),
  • Tracer rounds
  • "Turbo Penetrator" rounds (a high-velocity armor-piercing round that doesn't impart much energy, but can penetrate a variety of targets),
  • and highly sensitive, surface-adhering, low-velocity, motion-sensitive proximity mine rounds (while the sensitivity is nice for dealing with enemies, it also means that they can be detonated by other things, including miscellaneous nearby moving objects, other proximity mines as they fly through the air, and even simply being fired in the charged mode, meaning that their sensitivity can be either a benefit or a hazard).

Furthermore, the hollow underneath the weapon's barrel is storage for the weapon's batteries (which bring the profile fully into line with the original prop, complete with LEDs that change color as the battery loses charge) used in the railgun-assisted mode, which dramatically increases muzzle velocity, at the cost of creating massive amounts of heat (as one would expect from a railgun).

To help slow the weapon's overheating, heat sinks (called "thermal clips" in-game) are placed into what was the Steyr Mannlicher Model SL's chamber on the original prop (the bolt handle is turned to expose the heat sink, and pulled back to eject it if necessary); these have to be replaced regularly to prevent the weapon from overheating critically. As the weapon overheats, its barrel will begin to put off steam, then glow progressively brighter and brighter, while the accuracy and battery efficiency suffer; eventually, if the weapon reaches its highest heat level, its barrel will be permanently damaged, causing a significant drop in accuracy even after the weapon cools down.

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The original prop from Blade Runner.
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This weapon can either be viewed as the result of countless years of scientific research and development, or as the result of firearm kitbashing, but either way, it's undeniably beautiful.
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The revolver's cylinder, open and ready for loading. Note the red dot on the ground; this is from the weapon's integrated laser sight (the small rod just to the left of the cylinder, with a red end), which is active whenever the weapon is held.
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The various ammo types available for the weapon. From top to bottom: Swarm-Shot, Slugger, Fragmentation, Prox-Mine, Tracer, and Turbo-Penetrator. Decisions, decisions...
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Loading the weapon up with some "Slugger" rounds.
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Firing the weapon. The fact that this is a faithful recreation of the original movie prop means that it doesn't have any iron sights, though the integrated laser makes that a bit of a moot point.
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As impressive as the weapon is, one can't help but feel like something's missing...
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Ahh, much better!
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A closeup of the battery. The color of the LEDs changes as their power is drained; they start out green, changing to yellow, orange, and eventually red when empty. The markings read "L.A.P.D. MODEL 2019 A.N.2. 10MM DSM".
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Firing a charged shot from the LAPD produces some impressive particle effects. The back of the laser sight doubles as a capacitor charge indicator; when the weapon is set to auto-charge, there is a short, but noticeable, delay between shots, wherein power is drained from the battery and transferred to the capacitor.
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Opening up what was once a chamber reveals the downside of this increased power is an increase in excess heat, which is stored in these heat sinks. The markings here read "MADE IN CALIFORNIA" and "10816", the latter presumably being a serial number.
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Failure to replace the heat sinks frequently enough results in... this.
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If this problem is ignored even further, it only gets worse; the particles close to the weapon are actually pieces of the inside of the barrel, the ejection of which has a rather predictable effect on the weapon's accuracy.
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Firing a proximity mine round, whilst simultaneously ignoring just about every rule of every shooting range ever. The mine is the red hexagonal object, currently flying through the air. How an object that size can fit into a 10mm barrel is anybody's guess.
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The blast of the aforementioned mine, which was detonated by throwing a spare round at it.

Nagant M1985

The Nagant M1985 was added through Update #47. It holds 7 rounds of 7.62x38mmR Nagant ammunition, of which only it uses. Notably, it is treated as single-action only, the reasons for this being twofold: the weapon was built to use the same code set as the Colt SAA and Reichsrevolver M1879, and the Nagant has a notoriously heavy trigger pull in double-action due to its unique gas-seal mechanism; while it wasn't the original intended purpose, this also allows the weapon to be effectively suppressed, a capability that is emulated in-game. This single-action behavior could also be indicative of the so-called "Private's Model" variant of the Nagant, which was in fact SAO.

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Nagant M1895 - 7.62x38mmR Nagant
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The Nagant in-game. An excellent choice for dealing with any approaching soldier, be they enemy or ally.
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Loading in a round. The round isn't a spent casing; the brass case of the 7.62x38mm cartridge extends beyond the bullet, in order to make the gas-seal system work.
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The Nagant's sights. A bit cramped, but workable.
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Interestingly, the Nagant's hammer can be fanned in-game; this is likely the first piece of media wherein such a thing is done with a Nagant.
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A closeup of the Nagant's cylinder, which shows an interesting detail: when the hammer is cocked...
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...the cylinder actually moves forward, creating a gas-tight seal between the chamber and the barrel.
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The Nagant's unique gas seal system also allows for... this.

Reichsrevolver M1879

Added through the long-awaited Update #45, the Reichsrevolver M1879 is available for use in-game, and is (understandably) the only weapon in-game to use the 10.6x25mmR cartridge.

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Reichsrevolver M1879 - 10.6x25mmR German Ordnance

Smith & Wesson Model 10

A 5"-barreled Smith & Wesson Model 10 is one of the available firearms in-game, added in the Wurstworld update.

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Smith & Wesson Model 10 Revolver - .38 Special
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When presented with such a myriad of wheelgun options as that in Wurstworld, always opt for the gun that cost the most to order from Montgomery Ward.
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Taking a look at the revolver's load- 6 rounds of .38 Special, ready for firing.
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Aiming the revolver at a metal jug.
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6 rounds later, it's time to use this new-fangled "ejector" technology to remove the spent cases.
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Giving the now-empty revolver a spin.

Smith & Wesson Model 29

The Smith & Wesson Model 29 is one of the available firearms in-game, having been added in the very first update to the game after its release.

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Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
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One of the perks of being in the middle of absolutely nowhere (A.K.A. Arizona) is that nobody can hear your groan-inducing Dirty Harry puns.
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A closeup of the M29, which shows off something rather interesting:
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As the controller's trigger is pulled, the revolver's trigger, hammer, and cylinder all visibly move.
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Alternatively, the weapon can simply be cocked manually.
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Opening the M29's cylinder...
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...loading in some loose .44 Magnum rounds...
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...and closing the revolver with a wince-inducing flick of the wrist. While this isn't the only way to close a revolver in H3, it's unfortunately one of the more common ones.
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With that lesson in revolvery aside, the M29 is pointed at a dueling tree...
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...and fired, scoring a direct hit. Such a feat would be far more impressive were the target further than 2 meters from the "Firin' Line" (yes, that's actually how it's written in-game).
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Giving the revolver a twirl, full of unjustified pride.
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Bringing in a full speedloader, while now residing in a place that isn't completely isolated from the rest of humanity.
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While speedloaders tend to be a bit finicky, they can be managed rather easily with some practice.
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Ejecting the spent casings from the revolver's cylinder, after making the indoor range's paper target feel 6 rounds of Magnum Force. (C'mon. Did you seriously think that I wasn't going to make at least one pun in this entire section?)
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On a sidenote, the icon for the "Lightning Reflexes" category in M.E.A.T.S. features the M29 as well.

Smith & Wesson Model 327

The Smith & Wesson Model 327 is one of the available firearms in-game.

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Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
While using his 327 to make the bells ring instead of jingle, the character finds out the in-game version is an interesting leftie version.

Smith & Wesson Model 629 Stealth Hunter/686P Hybrid

One of the weapons added in the first Meatmas update was a strange hybrid of Smith & Wesson revolvers, with the overall appearance of a Model 629 Stealth Hunter, but the .357 Magnum chambering and 7-shot cylinder of a Model 686P.

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Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
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Smith & Wesson Model 686P w/3" barrel - .357 Magnum
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Holding the revolver at the right angle gives a good idea of just how shiny it is.
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Opening the revolver's cylinder, which shows off the 7-shot cylinder.
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This, of course, necessitates a proprietary 7-round speedloader.
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Sometimes, this happens. Due to the way in which speedloaders are handled in H3, with each visual round being an actual, physical, independent round, sometimes there can be one or two "odd men out".
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Fortunately, there is an alternate hand pose for the revolvers, which makes this easier. It also makes loading them easier for lefties.
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Snapping the cylinder back into place with a rather ill-advised flick of the wrist. Note that the revolver has not spontaneously grown an underbarrel laser; that's just an empty M1911A1 sitting on the table.
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Taking aim with the... "Model 686P Stealth Hunter"? That seems like the best name. Alright, taking aim with the Model 686P Stealth Hunter.
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Firing off a shot.
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That shot plus 6 later, and the now-empty revolver is given a twirl.
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As if this entire ordeal wasn't strange enough already, here we see a strange aspect of the ejection process. The casings appear to have either clipped back through the revolver after being ejected, or to have been spawned outside of the cylinder to begin with.
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There, that's more like it.

Webley Mk. VI

The Webley Mk VI has been added with the release of Update #47. It is chambered for the ".454 Webley" round, which is presumably a mis-writing of .455 Webley. Notably, it is also the first top-break revolver in the game.

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Webley Mk. VI - .455 Webley
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The Webley in-game. While its attachment point is still present, the lanyard loop on the base of the grip seems to have been removed.
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The Webley broken open for loading. Due to its re-use of some existing swing-out revolver code, the extractor sadly doesn't pop up when the revolver is opened, at least for now.
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Loading the Mk. VI. These are tracer rounds, hence the red tips.
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Firing the Webley, heedless of the fact that this indoor range is a no-smoking zone.
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Fortunately, despite the lack of a moving extractor, breaking the revolver open still produces a satisfying shower of spent casings.

Submachine Guns

AEK-919K “Kashtan”

The AEK-919K “Kashtan” is one of the available firearms in-game.

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AEK-919K “Kashtan” - 9x18 Makarov
A good look at the AEK-919K, fairly detailed for a rare submachine gun.

Beretta Model 38A

Update #52's eleventh alpha build brought along a Beretta Model 38A submachine gun.

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Beretta Model 38A - 9x19mm Parabellum
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Inspecting the left side of the Model 38A...
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...and the right side. Note the dual triggers; on the real weapon, these control the firing mode (i.e. pulling one results in semi-auto, and pulling the other results in full-auto), but this isn't currently simulated in-game, the reason being that VR controllers don't have dual triggers.
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Loading in a 40-round magazine.
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Pulling back the charging handle, which opens up a small window through which the table can be seen.
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"Huh, guess I'd better turn off the safety..."
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"Oops." Note: This is a pre-release bug; in the released version of the alpha build, this doesn't happen. So no, you can't set your safety to "look, I just broke the safety".
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Taking aim at a target...
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...and showing it what happens when you don't pay the pizzo. Or what happens when you're part of the Ethiopian military. Depends on which sort of 1930s Italian we're dealing with here.

Beretta Mx4 Storm

The fully-automatic variant of the earlier-added Cx4, the Beretta Mx4 Storm, is to be added via Update #52.

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Beretta Mx4 Storm - 9x19mm Parabellum
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The Mx4 Storm, looking as sleek and futuristic as ever.
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Loading in a magazine.
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Pulling the charging handle. While the Mx4 does have a bolt release in-game, you can't exactly take full advantage of it when the bolt is already in battery.
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Firing the Mx4, while being so close to yet so far from actually aiming it.

Błyskawica

Added in the 11th alpha build of Update #52, the Błyskawica, a Polish submachine gun manufactured clandestinely under German occupation, is usable in H3.

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Błyskawica - 9x19mm Parabellum
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Taking a good, close look at the Błyskawica.
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Loading in a magazine...
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...pulling back the charging handle...
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...and then pausing to get a better view of the submachine gun whose story is as ordinary as its name is pronounceable. Then, back to business as usual.
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"KURWA!"

Brügger & Thomet MP9

The Brügger & Thomet MP9 with folding stock but fixed suppressor was added as a Christmas update. Update #46 added a version without the fixed suppressor.

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Brügger & Thomet MP9 with stock extended - 9x19mm
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Santa brought me the gift I wanted!

Cobray M11/9

A Cobray M11/9 was added through Update #50.

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SWD/Cobray M11/9 - 9x19mm
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A Cobray M11/9 sitting in a weapon case, along with a suppressor and some magazines.
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Attaching a suppressor to the Cobray.
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Loading in a drum magazine.
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Pulling back the bolt.
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Firing the Cobray. This isn't really the sort of weapon that one aims all that much.

FN P90 TR

The FN P90 TR is one of the available firearms in-game.

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FN P90 TR - FN 5.7x28mm
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A P90, complete with an Elcan SpecterDR scope (referred to in-game as the "GhostDR", for copyright reasons), browses the menu.
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Loading a magazine into the P90. This rather tricky process was made easier following Update #48.
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Demonstrating the interesting downward-ejection system of the P90, something some games seem to be unaware of.

Gepard PDW

The Gepard PDW is one of the available firearms in-game, and is also the only appearance of this rare Russian PDW in any media.

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GEPARD PDW with stock extended and silencer - 9x18mm Makarov
A pretty good looking model for a gun this rare.

Heckler & Koch MP5A2

A Heckler & Koch MP5A2 with a Surefire forend is one of the available firearms in-game. It was added to the game with Update #7.

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Heckler & Koch MP5A2 with Surefire 628 dedicated forend weaponlight and Navy trigger group - 9x19mm
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Examining the MP5A2.
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Loading in a 30-round magazine.
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Pulling the charging handle back...
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...and up.
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This, of course, being a setup for the glorious HK Slap.
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Flicking the selector to full-auto. No, sadly, you can't do this with psychic powers.
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Hosing down the bullseye target with 9x19mm rounds, whilst looking through the MP5's distinctive diopter drum sights.

Heckler & Koch MP5KA4

The Heckler & Koch MP5KA4 is one of the available firearms in-game; it was added in Update #20.

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Heckler & Koch MP5KA4 - 9x19mm Parabellum
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Examining the left side of the MP5KA4...
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...and the right. Of note is that this appears to be the same model that would later be used in Virtual Warfighter.
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A closeup of the MP5K, showing off its rail mount. In a nice touch of realism, the KA4 has a 4-position selector over the MP5A2's 3.
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Loading in a 15-round magazine. The MP5A2's 30-rounders can also be used in the MP5K, and vice versa.
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Pulling back the cocking handle.
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Aiming at the target...
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...and firing. Between this and the kung-fu he knows, the invisible-handed protagonist is a dangerous man. Lobby guards beware.

Heckler & Koch MP5K-PDW

Between the release of Update #9 (when it was added) and Update #20 (when it was removed), the game's MP5K was actually a stockless MP5K-PDW, as identified by the distinctive muzzle device. It was replaced by the MP5KA4 due to inaccuracies in the model, many of which were magazine-related.

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Heckler & Koch MP5K-PDW - 9x19mm Parabellum
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The pre-patch MP5K-PDW, in all of its not-so-glorious glory.
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Loading in a 30-round magazine.
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Chambering one of the 30 aforementioned rounds.
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Flipping the selector lever to full-auto. When we said there "magazine-related" issues, this is what we meant.
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Taking some potshots at the paper bullseye.

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is one of the available firearms in-game.

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Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
While browsing the arsenal, always got to start small.

Heckler & Koch UMP45

The Heckler & Koch UMP45 is one of the available firearms in-game; it was added in Update #7, along with the MP5A2. Prior to the release of Update #52, it was permanently fitted with a vertical foregrip.

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Heckler & Koch UMP45 - .45 ACP
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Some people would say that firing 2 submachine guns at once is a bad idea. We call those people weak.
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Scrutinizing the UMP45.
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Flipping the fun switch to rock 'n roll, on the basis that semi-auto is for squares.
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Unloading the UMP at a target. One-handed, no less.
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Replacing the old magazine with a new one.
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Inspecting the other side of the submachine gun, which shows that the bolt is locked open.
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Addressing this issue by pulling the charging handle. Note the bolt release button; this is another means by which a locked-back bolt can be released, and it even correctly pops up when the bolt is locked back, as seen here.
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Ventilating the target again, this time while actually aiming.
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Folding the UMP's stock, just for the fun of it.

IMI Micro-Uzi

While it doesn't make a physical appearance in-game, the icon for the "Spray & Pray" category in M.E.A.T.S. (Modular Environment Adaptive Target Simulation/Sequence) features a Micro Uzi with a halo above it.

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IMI Micro Uzi with bent trigger guard - 9x19mm Parabellum
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The "Spray & Pray" category's icon. Oddly, despite having as subtle a detail as appropriate compensator cuts in the muzzle, the weapon lacks a charging handle.

IMI Uzi

The full-size variant of the Uzi was added to H3 in the tenth alpha of Update #52, as an optional weapon for SWBs.

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IMI Uzi - 9x19mm Parabellum
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An Uzi-wielding bot belatedly realizes that he picked the wrong house.

Intratec TEC-9

The Intratec TEC-9 is one of the available firearms in-game, and features a rather bizarre "tactical" orange-and-black paintjob. 2 variants are available in-game: the standard semi-auto one, and a variant converted to full-auto fire.

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Intratec TEC-9 - 9x19mm
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Someone regrets lending his TEC-9 to those CS:GO boys down the street.
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Strange paintjobs notwithstanding, he loads in a magazine...
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...chambers a round...
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...and opens fire, spraying 9x19mm tracer rounds left, right, and center. This is the full-auto converted model, in case the continuous stream of spent casings didn't make that clear enough. This is somewhat odd, as most full-auto TEC-9s are the earlier open-bolt KG-9 model, but a full-auto conversion of a closed-bolt TEC-9 is far from impossible.

"Kalashniluger"

The second variant of the Luger coming to the game in Update #52 is a downright bizarre modification of the P08, which has a considerable amount of AKM parts attached to it, including a stock, a handguard (with a Soviet-type dovetail rail on the side), a set of sights, and a barrel and gas tube, the latter of which actually contains the weapon's barrel; a hole has been placed in the front sight tower for this to fire through. As if that weren't ridiculous enough, it is also fully-automatic, which, due to the Luger's toggle-locked action, leads to a downright absurd rate of fire.

However, perhaps the strangest thing about this weapon is that it actually exists. Made by German custom gun shop Waffen Werle, it is exactly what was described - an automatic Luger modded out with AKM parts.

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Custom automatic Luger with AKM parts by Waffen Werle - 9x19mm Parabellum
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what
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why
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how
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no
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stop
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please
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I beg you

Kedr PP-91

The Kedr PP-91 is one of the available firearms in-game.

Kedr PP-91 - 9x18mm Makarov
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While going through the new lineup, always have to look at the machine pistols on offer.

M1928 Thompson

Update #52 is scheduled to include the M1928 Thompson submachine gun, complete with optional 50- or 100-round drum magazines.

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M1928 Thompson with 50-round drum magazine - .45 ACP
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Admiring the Thompson.
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Locking back the bolt. H3 correctly shows that this is necessary in order to insert a drum magazine.
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Loading in a 50-round drum.
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Firing the Thompson. "Keep the change, you filthy animal!"
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"It's simple math, buddy. Twice the bullets, half the wiseguys. 's all there is to it."

M1A1 Thompson

Added through Update #50, the classic M1A1 Thompson is usable.

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M1A1 Thompson - .45 ACP
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A Thompson in a weapon case, along with a magazine.
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A good look at the weapon's model. The separate safety and fire selector are correctly simulated in-game; they are currently set to safe, as is the case when a weapon is first spawned. Also note the receiver's markings; the first line reads "THOMPSON SUBMACHINE GUN", the second "CALIBER .45 M1A1", and the third "NO. 287404".
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Locking back the M1A1's bolt.
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Attempting to line up the sights. "Attempting" being the key word here; the M1A1's heavy vertical recoil can make keeping it on target extremely challenging.
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Removing an empty magazine, after a considerable amount of snowflake shooting. While it's not very visible here, the rounds do, in fact, visibly disappear from the indicator holes in the sides. Also note the floor being visible through the magazine well. This is not, as one may initially suspect, a missing texture; rather, it is actually a view through the ejection port.
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Upon flipping the weapon over, one discovers that the aforementioned view through the ejection port is made possible by the Thompson's bolt hold-open; unlike many open-bolt firearms, if a Thompson is dry-fired with a magazine inserted (i.e. when the trigger is held after firing the last shot in full-auto), the bolt will not go forwards.
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And, of course, what better way to celebrate the presence of bolt hold-open devices than to fire randomly at absolutely everything.

M3 "Grease Gun"

Along with the Thompson, Update #50 added the M3 "Grease Gun" to H3.

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M3 "Grease Gun" - .45 ACP
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The M3 Grease Gun, attempting to blend in with the foam lining of its weapon case.
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Loading a magazine into the M3.
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Popping open the dustcover.
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Operating the M3's unusual cocking lever; the later M3A1 would replace this with a hole in the bolt for the user to stick their finger into.
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"Greasing" the snowy landscape.
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Aiming through the M3's sights. The relatively clear sight picture, coupled with the low rate of fire, make this weapon rather easy to keep on target.

Update #51 added a variant with the OSS-type integral suppressor; while this isn't necessarily impossible, suppressors were more common on the later M3A1 variant. This choice was likely made to reuse most of the existing M3 model. The update also made the previously permanently-collapsed stock extendable.

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M3A1 "Grease Gun" with integral suppressor - .45 ACP
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Loading a magazine into the suppressed M3. The cloth wrapping that is normally present on the suppressor is absent from the in-game model.
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Cocking the M3, showing that this isn't an M3A1 like the reference image above.
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Opening fire on the bullseye.

MAC-11

The MAC-11 is one of the available firearms in-game, having been added to the game in its infancy- all the way back in Update #4. Following Update #46, SWBs can now make use of these.

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RPB Industries M11A1 - .380 ACP
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Having felt that his life was missing a bit of bees, our nameless, handless, faceless, intangible, and generally nonexistent protagonist decides to remedy this problem, with the aid of 32 .380 ACP rounds.
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Admiring the now-loaded bee machine.
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Pulling back the charging handle...
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...before looking at the other side. This shows off the weapon's open-bolt nature; the MAC-11 was the first open bolt weapon in H3, and the only one until the addition of the Sten a whopping 45 updates later.
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Upon attempting to fire the MAC-11, our favorite literally nobody finds it distinctly lacking in apodiean output; a close look at the left side reveals the culprit: the ever-nefarious safety lever. This view also shows off the markings on the side; in addition to the "SAFE" and "FIRE" markings at the front, and the largely correct logo at the rear, the markings under the ejection port are legible, and read "INGEM M11. CAL 9MM AUTO" on the first line, "MILITARY ARMAMENT CORP" on the second, and "POWDER SPRINGS GA, USA" on the third.
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Having remedied the above issue, our protagonist finally gets the satisfying sound that he oh-so desired.
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One empty magazine (and one ventilated target) later, our hero belatedly realizes that this would've made actually firing the MAC-11 considerably easier.
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A hapless MAC-wielding Weinerbot ambles into an objective in Take & Hold mode, clearly unaware of what awaits.
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Another bot prepares to meet an equally unfortunate end. Between the way the bot is looking, the MAC's de-cocked bolt, and the fact that the submachine gun doesn't even have a trigger, there really wasn't any question as to how this was going to end.

MP40

Added through Update #50, the MP40 is available for use in H3VR.

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MP40 - 9x19mm
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The MP40, sitting pretty in a weapon case.
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Loading a fresh magazine into the MP40.
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Locking the bolt into the safety notch.
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Aiming the MP40 at a crystal snowflake.
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Making this idyllic scene a whole lot less so, with the aid of 32 rounds of 9x19mm.

PASAM

The second of Update #52's 3 C96 variants is a derivative of the above Schnellfeuer, and a rather curious one at that: a Brazilian PASAM submachine gun, modified with a top rail and a Vz. 61 Skorpion-esque top-folding stock.

The model itself is a publicly-available 3D asset by weapon artist Stefan Engdahl, going by the name "Mauser Assault Carbine" and sold on CG Trader alongside all the other C96 variants seen in-game as the "Mauser Pistol Pack." It is a strange hybrid which appears to be based on a photograph of a converted airsoft gun, with a standard C96 pistol grip like a Mod 1 PASAM but the barrel shroud attached to the top of the magazine housing rather than all along it, with a vaguely Thompson-like foregrip which is not really like either PASAM variant, and the folding wire stock which no variant had (the 2nd variant of the PASAM only had a fixed wire stock). On ArtStation, Engdahl acknowledged that it's a modification of his Mauser M712 model he made for fun.

PASAM Mod 1 - 7x63x25mm Mauser
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Behold, the PASAM...ish.
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Unfolding the stock.
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With that sorted, it's time to load in a magazine...
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...chamber a round...
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...and open fire.

PP-19 Bizon

The PP-19 Bizon is one of the available firearms in-game.

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PP-19 Bizon-1 - 9x18mm Makarov
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Always have to take a close look at your Russian submachine guns to look for any communism that might get stuck in there.

PP-2000

The PP-2000 is one of the available firearms in-game.

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PP-2000 - 9x19mm
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Sadly, you can't use the PP-2000 mags as a stock, since it comes with one right off the bat.

PPSh-41

The iconic PPSh-41 submachine gun was added through Update #50, and is capable of using either 35-round box magazines or 71-round drums.

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PPSh-41 - 7.62x25mm Tokarev
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The PPSh in a weapon case, along with both of its optional magazines. The 35-round box magazine isn't unusually short; it's just clipping through the front of the case, due to a physics engine bug.
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Loading a box magazine into the PPSh. Note the fire selector, currently set to semi-auto.
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Pulling back the bolt.
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Aiming at a snowflake. The fine front sight is nice for aiming, but can be hard to make out on some backgrounds.
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Loading in a 71-round drum.
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Firing a definitely-necessary-and-not-in-any-way-excessive amount of rounds at a snowflake.

"PPSh-14"

A fictional version of the PPSh, also added through Update #50, this weapon is seemingly intended as a modernized variant of the original 1941 design (which, if the name is anything to go by, was designed in 2014). The model is done by Pavel Kutejnikov.

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The "PPSh-14" in its weapon case.
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Loading in a drum magazine. The drums that this variant comes with are slightly smaller than the standard ones, and slightly different in appearance.
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A good side-on look at the PPSh-14. The odd pseudo-pistol-grip stock is rather reminiscent of some Archangel stocks.
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Pulling back the bolt.
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Firing the PPSh, now fitted with an Aimpoint-esque tube reflex sight.
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Firing the PPSh again, this time aiming through the aforementioned sight. The previous shot was actually also taken while aiming; it does not appear so due to the fact that recordings and screenshots of Vive gameplay can only be of one eye's view- in this case, the left eye's view is shown.
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This shot, on the other hand, is most definitely of unaimed fire.

"QC9 PDW" (Custom 9mm AR-15)

Added through Update #46, the "QC9 PDW" is an AR-15-patterned submachine gun chambered in 9x19mm. It appears to consist of a QC10 Colt-magazine-compatible 9mm lower, a VLTOR upper, and a Magpul MOE stock and pistol grip, among other things. In-game, it can take 3 types of magazines- a 32-round Colt-pattern stick magazine, a 32-round "waffle"-pattern polymer stick magazine, or an X-Products X-15 50-round drum magazine.

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A good look at the QC9.
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Extending the QC9's stock. Until the release of a later update, this was largely for aesthetic purposes, seeing as the stock didn't serve any real function.
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A selection of magazines- the Colt-pattern metal magazine, the "waffle" polymer magazine, and the X-15 drum magazine.
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Charging the QC9, loaded with a 32-round Colt-pattern magazine.
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Firing the QC9, fitted with a red-dot sight; the weapon lacks any sort of sights by default.
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Loading in an X-Products drum magazine.
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Firing the QC9, now fitted with the aforementioned drum magazine, along with a SilencerCo suppressor. Note that the ejected case has an unstruck primer.

Sa. Vz. 61 Skorpion

The Sa. Vz. 61 Skorpion is available in H3, having been added with the M.E.A.T.S. gamemode in Update #37. The one in-game has a bit of an identity crisis; it's visually a Vz. 61, complete with curved magazines, but it's referred to as a Vz. 64, and is accordingly chambered in .380 ACP.

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Sa. Vz. 61 Skorpion - .32 ACP
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Having grown somewhat bored of overly flashy modified Berettas, our action hero decides to switch over to 1960's-vintage machine pistols.
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Firing the Vz. 61.
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Of course, being that two is one and one is none, another Skorpion is loaded up...
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...and chambered.
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Our action hero then opens fire, determined to clear out the lobby.

Sten Mk. II

Update #49 added the Sten Mk II submachine gun, which marks the first time since the introduction of the MAC-11 that an open-bolt weapon was added to H3VR. Notably, the weapon's secondary grip zone (where the user's non-firing hand goes) is around the barrel shroud, meaning that, assuming it is held and fired with both hands, it is held correctly, rather than being incorrectly held by the magazine like so many games show. There is also another variation, the so-called "Mk. 9 Chopshop" variant, with a shortened barrel and a cut-down stock.

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Sten Mk II - 9x19mm
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The answer to the age-old question of "How little gun can you have while still having a gun?"
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The weapon's other side.
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Drawing back the Sten's bolt. This isn't where it rests when cocked; this is just as far back as it can be pulled.
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Loading in a 32-round magazine. The update also added 16-round options.
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A closeup of the ejection port, showing the magazine lined up and ready to feed cartridges.
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Locking the bolt into the safety notch. This is really the only safety mechanism that the Sten has; all it does is stop the bolt from moving forwards.
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Aiming through the Sten's simple aperture/post sights...
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...before saying "to hell with it" and unloading full-auto from the hip.
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Correction: this is the least amount of gun one can have while still technically having a gun.
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After shrugging and deciding that a bare minimum amount of gun is at least better than no gun at all, the invisible point-holder loads in a magazine. Note the white tips of the rounds; these show that they are armor-piercing incendiary(!) rounds.
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Firing the truncated Sten one-handed at some bots. With the stock being all but entirely removed, it's now anybody's guess as to the correct way to fire it. Then again, that statement makes the rather bold assumption that anything "correct" can be done with a sawn-off Sten.
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Correct or not, the "Mk. 9 Chopshop" Sten is at least handy for closer-than-preferable encounters.

Sten Mk. V

Along with the Mk. II, Update #49 added the Sten Mk V, a later, more refined version of the Sten.

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Sten Mk. V - 9x19mm
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It may be more expensive than the earlier version, but at least now it's clear how it's supposed to be held.
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A closeup of the muzzle, showing the wooden vertical foregrip and the Lee-Enfield-type front sight.
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A look at the other side reveals the first of 32 9x19mm rounds ready to be fired.

Sten Mk. VI(S)

The integrally suppressed variant of the Mk. V, the Sten Mk VI(S), is available as well.

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Sten Mk. VI(S) - 9x19mm
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A weapon for the strong, silent type. Or for SOE operatives.
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Firing the Mk. VI(S). Note the somewhat worrying lack of a front sight.

Steyr MP34

The final SMG added to the game by Update #50 is the Steyr MP34.

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Steyr MP34 - 9x19mm
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Loading a magazine into the MP34.
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Taking in the beauty of an inter-war submachine gun.
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Pointing the MP34 at a target. This endeavor would prove fruitless, seeing as the weapon isn't cocked.
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Remedying the aforementioned issue.
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Firing the MP34 properly...
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...and improperly.

TDI Vector

The TDI Vector is one of the available firearms in-game. There are 2 variants of the weapon available in-game: a standard one, and one fitted with the barrel shroud and extended barrel of the CRB civilian carbine variant, though it still has the trigger and 120-degree safety of a Gen I version. It is also fitted with a non-removable vertical foregrip.

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Gen II KRISS USA Vector CRB Enhanced - .45 ACP
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TDI / KRISS USA Vector with stock removed - .45 ACP. Image provided to show the separate safety switch and selector of a military model; compare with the images above and below.
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After buying his CRB, it appears we're missing something...

Shotguns

Benelli M4 Super 90

The Benelli M4 Super 90 is one of the available firearms in-game.

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Benelli M4 Super 90 with 7-shot tube - 12 gauge
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Hick-not45 tops off his Super 90 while on a woods walk.

Beretta DT11

The Beretta DT11 is one of the available firearms in-game. Following Update #46, 2 new variants were added- one with a shortened barrel, and one with a shortened barrel and cut-down stock.

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Beretta DT11 - 12 gauge
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At that moment in time, he realized that an indoor range is not a good place to bring a trap shooting shotgun.

Browning Auto-5

The Browning Auto-5 is scheduled for inclusion in Update #52.

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Browning Auto-5 - 12 gauge
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The left side of the Auto-5, which shows off the engravings...
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...and the right side, which shows off the working bits.
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Locking the bolt to the rear.
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Chamberloading the Auto-5.
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Loading the other 4 shells into the magazine tube.
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Aiming the shotgun, showing off its simple bead sight.
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Blasting the paper target with a 12 gauge shell.

Heckler & Koch FABARM Martial Pro Forces

The H&K FABARM Martial Pro Forces is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the Benelli M4 Super 90 for the game's first 12-gauge shotgun, both having been added in Update #6.

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Fabarm Martial Pro Forces 14" - 12 gauge
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Feeling a need to prove itself, the FABARM shoves itself center-stage.
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Loading the first shell into the chamber...
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...and the other 5 into the magazine tube.
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Aiming the shotgun, not that it's particularly necessary at this distance.
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Blasting the target with a full load of buckshot.
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Working the shotgun's action, and ejecting a spent shell.
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A closeup of the receiver, which shows off the markings.
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It also provides a good view of the old shell being extracted from the chamber...
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...and the new one being chambered. Note the green color of the shell; the current build of H3 doesn't contain any green shells, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.

Franchi SPAS-12

The Franchi SPAS-12 is one of the available firearms in-game. Comes in both stockless and folding-stock forms and can be decorated with whatever sights you want.

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Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
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While wielding his shotgun of choice, our wannabe Terminator asks where Sarah Connor is.
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Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
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You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can.

"KWG1"

The "KWG1" is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the "Bolter" weapons from the Warhammer 40K universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist Pavel Kutejnikov.

The prop that the "KWG1" was based upon, which seems to have an MP5 S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.
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After several hours of cutting, welding, and riveting, the work finally bears fruit.
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Loading some "SWAG-12" high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.
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Several shells later, it's time to load in the magazine...
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...chamber a round...
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...and purge the realm of heretics in the name of the Emperor.
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After a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.
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Loading in another magazine, this time filled with a suitably patriotic handload: "Freedomfetti" shells.
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These do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.
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Back in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of H3's interesting gameplay-oriented features:
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Universal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive Beretta Jetfire to the colossal Barrett M107A1.

Mossberg 590A1

The Mossberg 590A1 is one of the available firearms in-game.

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Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge
The 590A1 attempts to back away from the horror that is the KWG1.

MTs255

The MTs255 and a super shortened version are two of the available firearms in-game.

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MTs255 - 12 gauge
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While doing some range shooting, we ran into MTs255 Senior...
And his lovely son MTs255 Junior.

Remington 870

The Remington 870 with a full stock but cut-down barrel is one of the available firearms in-game. Update #46 added a full-length version, and one with a cut-down barrel and stock, and made the latter one of the available weapons for SWBs.

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Remington 870 Wingmaster with 20" Home Defense barrel - 12 gauge
While not the same sawn-off Remington of legend, it is still fairly cool.
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Contrary to what this screenshot might suggest, this encounter actually didn't result in death.

Remington 870 TAC-14 DM

The later detachable-magazine variant of the Remington 870, the 870 DM, is scheduled to be added in Update #52. It is in the "TAC-14" configuration, a variant with a 14" barrel and a Shockwave Industries Raptor grip, which is meant to make it evade NFA regulations regarding short-barreled shotguns by way of legally not being classified as anything other than a "firearm". The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870.

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Remington 870 TAC-14 DM - 12 gauge
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The new kid on the block.
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A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.
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The other side, which gives a view of the bolt and ejection port.
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Loading a magazine into the 870 DM.
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Ejecting a fired shell.
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Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.

Remington Model 1882

Update #52 is set to include the Remington Model 1882 double-barreled shotgun.

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Remington Model 1889 - 12 gauge. Similar to the Model 1882.
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Modern indoor range, meet classic rabbit-ear shotgun.
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Taking a look at the stock, which has a brass badge attached to the side.
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Opening the Model 1882.
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Loading in some shells.
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Cocking the left hammer. The right was soon to follow.
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Aiming the 1882. There's nothing but a simple bead sight available for this purpose.
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2 shots later, and it's time to eject some shells.

Saiga 12

A Saiga 12 with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.

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Saiga-12K - 12 gauge
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A beautiful piece of Russian engineering.
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The other side. Note that the safety is on; this is standard for weapons in H3 when they are first spawned.
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Loading in a 5-round magazine.
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Chambering a shell.
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Firing the Saiga.
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Loading in a 12-round magazine...
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...and a 20-round drum.

Sawn-off Double Barreled Shotgun

There are 4 main varieties of Sawed-off Double Barrel Shotgun in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named H3VR yet) was the so-called "Cartoon 8 Gauge", which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to Killing Them Softly-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, to be added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend.

Wurstworld's Weinerbots also make use of sawn-off shotguns, alongside their generic revolvers and lever-action rifles.

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Remington Spartan Sawed Off shotgun - 12 gauge
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While shooting at the range, the urge to rant to "primitive screw heads" is differed by the lack of other range patrons.
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Opening up the shotgun.
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Loading in some shells.
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Aiming the shotgun, using its complete lack of sights...
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...before bringing the paper range target to its inevitable Doom.
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Two shots fired, 2 shells ejected.
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Aww, isn't it adorable?
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A close look at the ultra-short version's muzzle.
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Loading in some #4 Buckshot shells...
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...which are precisely flush with the ends of the barrels.
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The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.
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Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.
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Ejecting the fired shells from one of the shotguns.
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The "Cartoon 8 Gauge", in all of its glory.
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Loading some utterly massive shells into the weapon's breech...
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...before annihilating everything in front of the weapon, along with the user's wrist.
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Given the amount of smoke this weapon produces, it wouldn't be a stretch to say its shells are loaded with black powder, rather than smokeless. This could also go some way to explaining how the weapon stays in the user's hand upon firing.
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Removing the spent shells from the shotgun, vowing never to do that again.
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Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.
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Admiring the 1864 Wells.
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Loading some shells into the loops on the forend. Just in case.
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Opening up the shotgun.
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Loading in a pair of shells.
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A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.
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Cocking the left hammer...
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...and the right one...
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...before blowing away the paper target charging bandit, vowing to defend this range booth stagecoach to the very last.
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Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.

Serbu Super Shorty

A Serbu Super Shorty based on the Remington 870 is one of the available firearms in-game. A "tacticool" version is also available, complete with door breacher muzzle brake, rails, and spare shell holders that exceed the weapon's total capacity.

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Serbu Super Shorty Shotgun made from a Remington 870 - 12 Gauge
The clean, normal version...
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...And the tactical version.

Winchester Model 1887

The Model 1887 was added to H3 with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked a la Terminator 2. (In fact, one of Wurstworld's rewards is a T2-themed sawn-off 1887, complete with a darker finish, extended lever loop, and cut-back trigger guard.)

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Winchester 1887 shotgun - 12 gauge
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Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.
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A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the M1903 Springfield).
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Opening the 1887's action...
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...which gives a good look at the weapon's breech and magazine tube.
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Loading in a handful of "Triple Hit" shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.
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Taking aim at a decanter...
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...and firing. Note the impressive ricochets; the slugs in the "Triple Hit" shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.
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A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.
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Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge
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The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.
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Opening the action.
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Loading in some shells.
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Aiming at a bottle...
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...before blowing it to pieces. Once again, the ricochet-prone nature of the "Triple Hit" shells makes itself apparent.
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Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with "Hot Dog" in the name, so we'll let it slide.
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Another angle, showing a new shell being chambered.

Winchester Model 1897

Update #52 is slated to include the Winchester Model 1897, in its famous military "Trench Gun" configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.

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Winchester Model 1897 "Trench Gun" - 12 gauge
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Taking in the beauty of a century-old shotgun.
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The other side, showing off the ejection port.
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As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.
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Loading a 12 gauge buckshot round into the 1897's chamber...
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...before putting another 5 in the tube magazine.
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Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.

Assault Rifles

AK-101

An AK-101 with railed upper receiver is one of the available firearms in-game.

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AK-101 - 5.56x45mm
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While showcasing some AK's, always make sure the other side of your rifle actually exists.

AKM

An AKM is one of the available firearms in-game. As of the 10th alpha of Update #52, SWBs can use these as well.

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AKM - 7.62x39mm
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Taking a good look at the AKM's wood furniture, ignoring the piddly results on the target.
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A shot from the "How the Gronch Monetized Meatmas" trailer for Update #49, featuring the titular misspelled villain "holding" an AKM, whilst telling players how to spend hours upon hours grinding to obtain loot-crates and in-game currencies in order to access EAPA (Earliest Access Pride & Accomplishment) boxes.

AKS-74U

The AKS-74U is one of the available firearms in-game, having been added in Update #18.

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AKS-74U (also referred to as the "AKSU" or 'Krinkov') - 5.45x39mm
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Taking a look at a fresh, new AKS-74U, hot off the presses.
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The other side, which shows that, as is standard for guns in H3, the selector starts out set to "safe".
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Taking a look at a magazine, which shows that the rounds have some rather... interesting deformation.
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Loading in the magazine, unconcerned with the headspacing issues that such deformed ammunition can bring with it.
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Pulling back the charging handle (after disengaging the safety, of course).
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Taking aim at the target...
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...and firing. A spent case can just be seen coming out of the ejection port.
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Folding the stock, after deciding that the AKS-74U in its prior state was too stable, too controllable, and all-around too useful.
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Ahh, much better!

Colt Model 607

The final weapon made available to the SWBs in Update #46 was most likely intended as a cartoonish M16A1, with the resultant weapon resembling a Colt Model 607.

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M16A1 with 20-round magazine - 5.56x45mm
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Colt Model 607 with 20-round magazine - 5.56x45mm

FAMAS F1

The FAMAS F1 with deployable bipod and flip-up sights is one of the available firearms in-game.

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FAMAS F1 - 5.56x45mm
As a nice touch, the F1 uses its proprietary magazines unlike other videogames that just shove a STANAG mag in its place and hoping it works.

Heckler & Koch G36

The Heckler & Koch G36 is one of the available firearms in-game. It, along with its shorter sibling, were added in Update #23.

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Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm
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Always have to enjoy a well-modeled full size G36.
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Loading in a 100-round dual drum magazine.
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Pulling back the G36's charging handle. Note the bipod; H3 correctly depicts the G36 with a functional integrated bipod, which, when combined with the ability to use 100-round magazines, makes for a handy light support weapon.
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Looking through the top red-dot portion of the ZF 3x4° dual-mode optic, another rarity in video games.
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The bottom portion of the ZF optic, which consists of a 3x magnified scope.
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Choosing the former of the two options, and opening fire with the G36. When it's deployed on its bipod, the G36 is precise enough that one can quite literally sign their initials on the indoor range's target in full-auto, if they so desire.

Heckler & Koch G36C

The Heckler & Koch G36C is one of the available firearms in-game; like the full-length variant, it was added in Update #23.

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Heckler & Koch G36C - 5.56x45mm
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Taking a look at the G36C.
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Loading in a standard 30-round magazine; these are normally translucent in reality, but they're opaque black in-game.
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Pulling the charging handle. As with the standard G36 above, the end of the charging handle correctly folds out to whichever side it's grabbed from, though it isn't very visible here due to the angle at which the rifle is held.
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Checking some range results, now-readied G36C in tow.
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Aiming through the (rather wide) sights.
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Sending a burst of 5.56mm rounds flying at the target.
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Et tu, Brute?

IMBEL IA2

The IMBEL IA2 5.56mm CQC is one of the available firearms in-game; it was added in the 1st Meatmas Update.

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IMBEL IA2 5.56mm CQC w/ bayonet - 5.56x45mm
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Loading a 30-round STANAG magazine into the IA2.
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Sometimes, one must observe their Brazilian rifles due to their overall rarity in media.
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The IMBEL's other side, which shows off the brass deflector.
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Rare-rifle-observation finished, the IA2's charging handle is pulled.
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Aiming through the larger of the rifle's 2 rear aperture sight options...
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...and the smaller one.
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Firing the IA2, although perspective would have you believe that the rear sight has spontaneously spat out a spent casing.
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Folding the stock, just for the fun of it.

FN SCAR-L

The FN SCAR-L is one of the available firearms in-game. It, along with its heavier-caliber sibling, were added in Update #32.

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Third Generation FN SCAR-L - 5.56x45mm NATO
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Admiring the SCAR-L. Curiously, the upper and lower receivers are in slightly different colors.
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Extending the SCAR's collapsible stock. Of note is that this, like many stock-related functions in H3, served no practical purpose until much later on, when the recoil system was modified to accommodate them.
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Loading a 30-round STANAG magazine into the rifle.
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Chambering a 5.56mm round.
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Looking through the first of the SCAR's 2 optional rear sight apertures...
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...and the second, smaller one.
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If neither are particularly to your liking, you can always fold them down and attach a sight, such as this Aimpoint red-dot. Note the label on the scope; for copyright reasons, "Aimpoint" has been changed to "Gamepoint".
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Flipping the rifle's selector from safe to semi-auto. Note the receiver's markings; in contrast with the sight's obfuscated manufacturer's markings, the rifle itself has near-proper "FN HERSTAL BELGIUM" trademarks, save for the odd rewriting of "HERSTAL" as "HöRSTAL". The markings below that read "MK 16 MOD 0", "Cal 5.56x45 MM", and a serial number of "H3VR2317", an obvious reference to the game itself.
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Aiming through the red-dot sight...
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...and firing.
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30 rounds later, and it's time to retire the old magazine. Along with the sight, apparently.
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Of course, if you're a true tactical operator, then it's not really an issue.

L85A2

The L85A2 is available in the game, complete with iron sights or SUSAT scope.

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L85A2 - 5.56x45mm NATO
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A nice shot of a L85A2 with iron sights...
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L85A2 with SUSAT scope - 5.56x45mm NATO
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...and another good shot of a L85A2 with a classic SUSAT scope.

M16A1

The M16A1 is one of the available firearms in-game, having been added through the first Meatmas update. Update #51 brought along 2 unique scopes for the weapon: a 6-24x variable-magnification scope, and a fixed-magnification 3x20 scope.

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M16A1 with 20-round magazine - 5.56x45mm
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While he isn't a GI in 'Nam, our invisible range buddy ponders why 2+2 is on his mind.
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The right side of the rifle, which shows off the serrations on the bolt; these are meant to interface with the forward assist (the button behind the bolt), so that it can be forced into battery, should you find your rifle in a (little hometown) jam.
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Loading in a 20-round magazine. While other 5.56mm STANAGs can be used in as well, they just aren't the same as the classic straight 20-rounder.
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Pulling back the M16A1's charging handle.
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Looking through the sights...
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...and showing Paper Charlie up ahead that Private Invisible Hands was born to kill.
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Attaching a 3x20 scope...
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...which interfaces with a hole in the top of the carrying handle.
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Aiming through the 3x20 scope. No, this scope isn't attached upside-down; that's what its reticle is supposed to look like, for whatever reason.
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Finding this reticle easy to lose among the trees, Pvt. Hands decides to switch it out for a different optic.
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Confident that the scope will stay in place, he decides to proceed.
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He then adjusts the scope's magnification, while wondering where the small floating box is coming from. Probably the drugs.
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Aiming with the 6-24x scope reveals a much clearer duplex crosshair reticle, perfect for fighting someone else's war.

M2 Carbine

Along with the M1 Carbine came its select-fire relative, the M2 Carbine. The M2, like the M1, has the late-war pattern of sights and a bayonet lug. It also has a metal heat shield; this was likely both due to the increased amount of heat that the M2 is likely to produce, and to make the M2 more visually distinctive. As with the M1, the M2 gained a variant with an M84 scope following Update #51.

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M2 Carbine (with sling and 30-round magazine) - .30 Carbine
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M1 Carbine with heat shield - .30 Carbine. Image provided to show the metal heat shield used on the in-game M2.
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The M2 Carbine, complete with 30-round magazine.
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Taking a look at the M2's metal heat shield. Note also the bayonet lug and adjustable sights, confirming both this and the M1 (which also has these features) to be late-war models.
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Letting the M2's charging handle drop into battery after pulling it back.
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Manipulating the Carbine's safety. This control is the same on both the M1 and the M2.
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This one, however, isn't. This is the fire selector of the M2 Carbine, currently pushed forward for rock n' roll.
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Opening fire with the M2.
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One quick mag change later, a quick tug of the charging handle to release the bolt is merited, seeing as it locks open when the weapon runs empty.
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An M2 Carbine with an M84 scope attached. An unlikely combination, but not an impossible one by any means.
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Looking through the M84 scope at a paper bullseye target.

Colt M4A1

The M4A1 is one of the available firearms in-game, and one of the first to be added. This model was a publicly-available asset made by weapon artist Nightfrontier, who had collaborated with game lead Anton Hand on disassembling it into the game's systems.

Due to game issues relating to the original weapon model, Update #48 revamped the weapon model, replacing it with a new one that lacks the previous model's folding foregrip, and has a railed handguard, a Crane stock, an extended charging handle tab, and an aftermarket folding BUIS. The update also included a "Left Hook" variant, which is completely mirrored, and meant for left-handed users. Update #49 added an additional shortened variant.

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Colt M4A1 SOPMOD with M68 Aimpoint reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm
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While out on the range, it seems we're missing something important on this rifle...
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The shiny new "Left Hook" version, fresh out of Update #48. Brings back good memories...
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A beautiful pair of fraternal twins.
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Looking through the carbine's aftermarket rear sight; lining up iron sights of 2-handed weapons in this game is somewhat complicated by the fact that there is no physical rifle holding the player's hands together. Note the aftermarket extended charging handle tab.
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Making sure that the other twin doesn't feel "left" out, a fresh magazine is loaded into it. This magazine, fitted with a Magpul handling loop, is another Update #48 addition.

Mk. 18 Mod 1

The Mk. 18 Mod 1 is one of the available firearms in-game.

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Mk 18 Mod 1 with Crane stock, RIS foregrip, and folding sights - 5.56x45mm
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A tactical operator observes his Mk. 18 before preparing for some high-intensity training. He's so tactical that sights aren't neccesary.

SIG SG 552

The SIG SG 552 is one of the available firearms in-game. Update #46 added a version with additional rails for mounting attachments.

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SIG SG 552 - 5.56x45mm
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Wandering over to the side to look at the target and the details of the 552's receiver.

Steyr AUG A3

The Steyr AUG A3 is one of the numerous firearms added to H3 in the first Meatmas update. Of note is that the weapon's 2-stage trigger is correctly simulated, something which is very rare in games.

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Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm
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A look at the left side of the AUG reveals a pretty well-done replica of the real steel. Or rather, real plastic, considering the nature of the majority of the AUG's body.
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Loading in a fresh 30-round magazine, which is a solid brown color; the real weapon's magazines are normally translucent.
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Pulling back the charging handle...
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...and locking it into its notch. This functionality wasn't present on the AUG when it was first added, but it was made possible in Update #52.
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Doing this allows for the rather odd use of an "HK Slap" on a weapon that isn't actually made by HK.
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"Aiming" the rifle, which immediately reveals a lack of any actual sights.
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This, of course, doesn't stop anyone from dumping all the rounds out of the magazine anyway.

Sturmgewehr 44

The famous StG 44 was added to the game in Update #48.

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Sturmgewehr 44 - 7.92x33mm Kurz
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Taking a good look at the Sturmgewehr's model. Like the rest of the weapons in H3, it is of excellent quality.
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The other side of the StG.
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Lining up a fresh 30-round magazine of 7.92x33mm Kurz ammunition.
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Pulling the Sturmgewehr's charging handle reveals that the dustcover actually pops up. If one so desires, they can manually push it back into place.
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Switching off the safety. The fire selector is the button above it, currently pushed to the left for semi-auto. Also note the "MP44" marking above the charging handle slot; this was one of 4 different ways the weapon could've been marked, along with the prior "MP43" or "MP43/1", and the later "StG44" markings.
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Aiming the rifle...
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...and opening fire.

Thompson Carbine

A prototype version of the M1928A1 Thompson submachine gun chambered in .30 Carbine was added to the game in the 11th alpha of Update #52. It was developed for the US Light Rifle Program (which would eventually result in the adoption of the M1 Carbine), but was near-immediately rejected for being too heavy (over 10 lbs (4.5 kg), compared to the stated maximum of 5 lbs (2.3 kg).

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Experimental Thompson "Light Rifle" Carbine - .30 Carbine
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Loading a magazine into the Thompson, at an angle that is unlikely to result in anything good.
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What a beautiful reject. Well, one man's trash is another man's inordinately heavy treasure.
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Pulling back the charging handle.
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Flipping the safety to "FIRE"...
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...and the selector to "FULL AUTO".
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Firing the Thompson Carbine. With a high rate of fire and a 20-round magazine, it runs out of ammo pretty quickly.

Rifles, Carbines, & Battle Rifles

Bendix-Hyde 2nd Model Light Rifle

The second version of the Bendix-Hyde Light Rifle, a prototype entered into the US Light Rifle Program trials, was made available in Update #52's 11th alpha build.

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Bendix-Hyde Light Rifle (2nd Model) - .30 Carbine
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Jamming a magazine into the carbine...
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...before taking a good look at its... interesting proportions.
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The Hyde's other side, which shows off the charging handle. This was one of the many things changed from the first variant; that one had a non-reciprocating charging handle, which the testing board requested to be changed, citing a need to be able to manually force the bolt closed if necessary.
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Speaking of the charging handle, it's high time for it to get pulled.
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Turning off the safety, which is a piece inside of the trigger guard, rather reminiscent of the M1 Garand (or, for that matter, the M1 Carbine that defeated the Hyde in trials).
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Looking through the Hyde's rear aperture sight...
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Firing a shot, thankful that doing so doesn't cause it to transform into a Jekyll Carbine.
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"Y'know, just because one of the complaints about the 2nd model was that it was less accurate than the first, does not mean that it's okay to do that."

Beretta Cx4 Storm

The Beretta Cx4 Storm semi-auto carbine is available in-game, and is, until the release of Update #52, permanently fitted with a foregrip.

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Beretta Cx4 Storm in .45 ACP with 20 round magazine and accessory (picatinny) rails
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Hick-not45 proceeds down range with his Cx4 Storm, determined to get a hit on the gong.

FN SCAR-H

The FN SCAR-H is one of the available firearms in-game, added with the release of Update #32. Update #39 gave the SCAR a rail extension that goes past the front sight.

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Third Generation FN SCAR-H Long Barrel - 7.62x51mm NATO
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Loading a magazine into the SCAR.
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Pulling back the charging handle, and chambering a 7.62x51mm round.
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Taking a look at the SCAR's model, which shows off its well-done details.
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The SCAR-H is happy it is painted a nice, consistent black, as opposed to its mis-matched little brother.
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Extending the stock...
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...before folding it.
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Looking through the rifle's larger aperture sight. As with the SCAR-L, there is a smaller, more precise sight available as well.
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Letting 7.62mm round fly.
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If 20 rounds isn't enough, an X-Products 50-round drum magazine is also available.
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Furthering the SCAR's customization, with the aid of an Aimpoint red-dot sight and corresponding 3-power magnifier.
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The above combination results in this sight picture.
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The increased magnification is nice, but it does have the downside of exaggerating vertical recoil, something which the SCAR-H doesn't exactly have a shortage of.
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The post-Update #39 version of the SCAR, complete with rail extension.

Galil 7.62

The Galil 7.62 with deployable bipod and after-market scope mount is one of the available firearms in-game.

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IMI Galil ARM - 7.62x51mm NATO
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The Galil sits on its magical perfectly balanced bipod it borrowed from Call of Duty.

Lee-Enfield No.4 Mk.I

The Lee-Enfield No.4 Mk.I, the standard rifle of the British Army and the armies of the Commonwealth during the Second World War, was added to H3 in Update #52.

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Lee-Enfield No.4 Mk.I - .303 British
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A good closeup view of the No.4's action.
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Loading the rifle with the first of two 5-round stripper clips.
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Sending the bolt into battery, and a .303 round into the chamber.
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Raising the rifle.
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Taking aim at the target. In the period between this shot and the previous one, the safety was turned off.
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Ejecting a spent casing.
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To maximize the weapon's rate of fire, one can use this... interesting technique.

Luger Carbine

The last of the 3 Update #52 Luger variants is a rare full-stocked carbine.

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Luger Model 1900 Carbine - 7.65x21mm Parabellum
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Admiring the Luger Carbine. If it's good enough for Kaiser Wilhelm, it's probably good enough for you.
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Loading in a full magazine of 9x19mm.
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A quick check reveals that the stock is, in fact, detachable; this is one of many new mechanics and features coming in Update #52.
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Chambering a round.
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Taking aim with the carbine, sans stock.
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Firing a round at the target.
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"Well, that was a terrible idea."
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After realizing the mistake of doing without, the carbine is fired properly - that is, with a stock attached.

M14

The M14 Rifle is one of the available firearms in-game. Following the Single Action Army's update, the weapon can now use 10-round stripper clips.

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M14 rifle - 7.62x51mm NATO
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A look at the wooden M14...

M14 DMR

The M14 in DMR configuration is one of the available firearms in-game.

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M14 Designated Marksman Rifle in McMillan M2A stock and with a Harris bipod - 7.62x51mm NATO
...and its modern descendant. Note the Vietnam-style 40-round mag, being just two 20-round mags welded together.

M1 Carbine

Update #48 added the M1 Carbine. It is a late-war/post-war model (with a bayonet lug and adjustable aperture sights), and can accept either 15-round or 30-round magazines of .30 Carbine. Update #51 made a variant with a permanently-attached M84 scope available as well.

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M1 Carbine (late-war/post-war) - .30 Carbine
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"Wait, where does this thing go again?"
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"Oh, okay. Yeah, that makes sense."
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Admiring the M1 Carbine.
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The Carbine's sights. They're a bit small, but quite usable.

M1 Garand

Along with the Luger P08, the Nagant M1895, and the Webley Mk VI, the M1 Garand was added to the game with Update #47.

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M1 Garand - .30-06 Springfield
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An M1 Garand lying on a table, with an en-bloc clip next to it. The red beam coming from the controller is a grab-laser; the red color indicates that it is pointed at something that isn't grabbable, like, in this case, the table.
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Admiring the left side of the Garand...
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...and the left.
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Locking open the M1's action. Initially, this required a manual action, similar to some of the game's other firearms with manual bolt hold-opens; this was later corrected to reflect how the M1 simply locks open on its magazine follower whenever it isn't loaded.
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Loading an en-bloc clip into the M1. Due to engine limitations, the angle that the game allows for this action to be performed at is, shall we say, generous.
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Turning off the M1's distinctive safety, with a satisfying *click*.
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Letting some .30-06 rounds fly. The iron sights are simple, clear, and easy to read.

M1D Garand

Update #51 brought along the M1D variant, fitted with an M84 scope. It was later removed, with its replacement being an attachable version of the M84 scope for the M1.

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M1D Garand - .30-06 Springfield. Note the M37 slotted flash hider; the one in-game has the earlier conical variant.
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A side-on view of the M1D Garand. Note that the safety is currently on, as is standard for freshly-spawned weapons in H3.
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The opposite side of the M1D, which shows how the scope doesn't seem to be properly attached to the rifle's barrel.
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Looking through the M84 scope, which has a rather distinctive one-and-a-half-line reticle.
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The M1D's scope is mounted off to the left side of the rifle to allow for the loading and ejection of en-bloc clips; one of the side effects of this is the ability to use the rifle's iron sights, as shown here.
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Leaning the rifle against a wall, which gives a good view of the distinctive early-pattern conical flash hider.

M1941 Johnson

The eleventh alpha build of Update #52 included an M1941 Johnson rifle (not to be confused with the M1941 Johnson machine gun).

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M1941 Johnson - .30-06 Springfield
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The left side of the Johnson...
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...and the right side.
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Loading the rifle with a 5-round stripper clip.
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Pulling back the charging handle, and letting Betsy's bolt slide into battery.
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Entirely failing to aim the Johnson. You're going to need to do better than that if you want to earn a Medal of Honor.
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Firing off a shot.
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Sure, there might be plenty of jokes to make about this, but we're not going to make any, because this is a family website.

MAS-49/56

The MAS-49/56 is one of the available firearms in-game. Following the update that introduced the Colt SAA and Remington Model 8 into the game, it is capable of using 5-round stripper clips.

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MAS-49/56 - 7.5x54mm French
A good look at the MAS-49/56 and a host of accessories along side it.

Mauser Karabiner 98 Kurz

Update #52 brought along a Karabiner 98k, furthering the game's collection of World War II-themed weaponry.

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Karabiner 98k - 7.92x57mm Mauser
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A clear look at (most of) the K98k. Note the earlier-pattern stock nosecap and cleaning rod, showing that this is an earlier-pattern rifle, and not the later "Kriegsmodell".
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The other side of the rifle, with the bolt open.
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Loading the rifle with a 5-round stripper clip.
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Chambering a 7.92mm round.
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Aiming the rifle...
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...and remembering to turn off the safety. The color of the target is conspiring with the picture's resolution to make the front sight hood virtually invisible.
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Ejecting a spent case. One down, 4 more to go.

Mauser M1917 Trench Carbine

The last of Update #52's C96 variants is a rare M1917 Trench Carbine, a variant developed (but not issued) during World War 1 for German sturmtruppen. The weapon in-game is incorrectly chambered in 7.63x25mm Mauser, rather than the correct 9x19mm Parabellum.

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Mauser M1917 Trench Carbine - 9x19mm Parabellum
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Examining the Trench Carbine. Note the distinctive slab-sided lower frame, and that the magazine well is thinned down to the point of being flush with the receiver, presumably so that the thinner 7.63mm magazines can fit in. Also note how much longer the in-game barrel is compared to the real weapon.
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Loading in a 10-round magazine. Due to the incorrect chambering, these are interchangeable with the variants below, and come in 10-, 20-, 30-, and 40-round varieties.
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Pulling back the bolt.
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Taking aim at a bullseye through the M1917's iron sights.
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Firing a shot; as one would expect from a pistol-caliber carbine, this doesn't produce much recoil.

Mosin-Nagant M38 Carbine

First seen in the Alpha 1 build of Update #52, the Mosin-Nagant M38 Carbine is available for use in H3. Amusingly enough, it is found near the trashcans in the scenes available in the build, referencing one of the Mosin's unflattering nicknames, The Garbage Rod.

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Mosin-Nagant M38 Carbine - 7.62x54mmR
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Opening a loot crate in Take & Hold mode reveals a Mosin, and a 5-round stripper clip. With the exception of some bugged instances, weapons in Take & Hold generally spawn with some form of appropriate ammunition. Granted, "appropriate" ammunition does include things such as 5-round magazines for assault rifles, and shotguns with confetti-filled shells.
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Opening the Mosin's action.
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Loading the rifle up with 7.62x54mmR rounds, with the aid of the aforementioned stripper clip.
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Chambering the first of the rifle's 5 rounds, and heading off to battle.
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Sighting up a Weinerbot.
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The threat to the motherland dealt with appropriately, our invisible Red Army soldier (or possibly /k/ommando) cycles his rifle, and ejects a spent casing.
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Following the discovery that Weinerbots don't terribly like it when you try to take their points, our protagonist finds himself face-to-face with a bot that clearly doesn't understand the meaning of the phrase "personal space", and decides to teach him a copper-jacketed lesson.

Mosin-Nagant "Obrez"

Update #52's twelfth alpha brought along a sawn-off version of the Mosin, a configuration commonly referred to as an "Obrez" (Russian for "cut"). The entire stock is removed, and replaced with a homemade wooden pistol grip.

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Mosin-Nagant M91/30 "Obrez" - 7.62x54mmR. Similar to the one in-game.
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Well, it might be snowy, but at least it's not Stalingrad.
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Probably.
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The absence of a stock shows off something interesting about the in-game Obrez:
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The trigger group is fully-functional, and all its parts move when the trigger is pulled.
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Opening up the truncated Mosin's action...
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...loading in a 5-round stripper clip...
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...and sending the 1st of those rounds into the chamber, which constitutes more or less the entire barrel at this point.
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"Aiming"; of course, considering the fact that both the front and rear sights are mounted on the now-near-nonexistent barrel, this is more a formality than anything else.
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Ejecting a spent casing from the Obrez.
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A little bit of this...
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...and a little bit of that...
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When Lovecraft spoke of something so innately wrong that it could drive men to insanity just by looking at it, one has to wonder if this is what he was referring to.

Remington Model 8

Update #42 added a Remington Model 8 in .35 Remington, fitted with a rear tang-mounted peep sight. Notably, it is able to make use of stripper clips, which were added in this update. Update #46 added a short-barreled variant.

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Remington Model 8 - .35 Remington
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A good look at the Model 8's, er, model. Note the dust cover/safety, which is currently off.
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Loading some .35 Remington rounds into the weapon's 5-round integral magazine.
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A view through the sights of the Model 8. Nice, clean, and open.
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Loading the weapon again, this time with a stripper clip.
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The cut-down variant of the Model 8.
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Loading the shortened version of the rifle, with the aid of a stripper clip.

Remington Model 81 Special Police

The eleventh alpha build of Update #52 added a Remington Model 81 Special Police, an updated version of the earlier Model 8 capable of using detachable magazines. As with the in-game Model 8, the Model 81 is chambered in .35 Remington in-game.

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Remington Model 81 Special Police - .35 Remington
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Loading a 15-round magazine into the Model 81.
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Flicking off the safety...
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...before pulling back the charging handle, and sending a .35 Remington round into the chamber.
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Examining the rifle; its semi-pistol-grip stock distinguishes it from an earlier Model 8 fitted with a Peace Officer's Equipment detachable magazine conversion kit.
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Taking aim; the Model 81 uses a rear tangent sight mounted on the barrel shroud, as opposed to the tang-mounted aperture sight of the in-game Model 8.
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Interestingly, the fact that the Model 81 has a detachable magazine doesn't stop it from using the same 5-round stripper clips as its predecessor.

Sako 85

A .308 Winchester-chambered Sako 85 is one of the available firearms in-game. Rounding out the update's collection of shortened firearms, Update #46 brought us an Obrez-esque sawn-off Sako.

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SAKO 85 Hunter - long Mauser Action - Short action (308), Medium action (30-06), Long action (300,338 win mag/375 H&H Mag)
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Having successfully hit the gong, Hick-not45 prepares his Sako so he can hit that red plate over there.

SKS

The SKS is one of the available firearms in-game (added through Update #18), and is fitted with a Tapco stock and converted to use 20-round detachable magazines. With the release of Update #42, it was granted the ability to use 10-round stripper clips.

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SKS with aftermarket Tapco Intrafuse Stock System furniture - 7.62x39mm
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Examining the SKS. The bayonet was sacrificed to the benign Tapco gods in the sky; may they spare our milsurps the same fate.
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A more clear look at the rifle, which shows that it, unlike the reference image, has a solid polymer stock. Said stock is a different color than the rest of the rifle. The Tapco gods work in mysterious ways.
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A closeup of one of the rifle's detachable 20-round magazines.
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Loading in the aforementioned magazine.
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Chambering a 7.62x39mm round.
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Making an effort to line up the sights...
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...and letting a round fly.
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Rather amusingly, ejected casings from the SKS go straight up, and fall straight back down, often directly onto the rifle itself, as seen here.

Tokarev SVT-40

Update #48 added an SVT-40 to the game, complete with an optional PU scope.

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SVT-40 - 7.62x54mmR
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The SVT-40, lying empty on a table.
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Loading in a magazine.
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Lining up the SVT's somewhat small iron sights.
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Interestingly, the SVT can also use stripper clips.
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Attaching a PU scope to the SVT-40. Please pay no mind to the fact that it was already attached in one of the earlier screenshots.
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Looking through the PU scope, which has a relatively simple reticle. The thick, bold lines are nice for acquisition, but can be a bit obtrusive.

Winchester Model 1873

The Wurstworld update brought along a Winchester Model 1873 lever-action rifle, chambered in .45 Long Colt (a caliber not initially offered in the 1873, though it is available in modern reproductions; this does make some sense when one takes into account what Wurstworld actually is). 2 variants were initially available (a "Trapper" carbine and a longer short rifle); a "Mare's Leg" sawn-off variant was added later. All of the rifle's variants have buckhorn sights and octagonal barrels.

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Winchester Model 1873 "Trapper" Carbine (Uberti reproduction) - .44-40 Winchester
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The two Winchesters, lying on a table.
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Examining the carbine.
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Loading in some rounds. Visible here is the game's round-palming mechanic; one can pick up multiple of the same type of round in one hand, which creates this orderly, self-advancing stack of cartridges.
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Chambering the first round in the 1873, upside-down.
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Taking aim at a clay pot, which gives a view of the rifle's buckhorn sights.
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Shattering a decanter. Note the red streak to the right of the destroyed hooch-holder; this is a tracer round flying through the air. Tracer rounds are available for nearly all calibers in H3.
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Working the rifle's action, ejecting a spent case and moving on to continue the glassacre.
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Winchester Model 1873 Short Rifle - .44-40 Winchester
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Examining the longer version of the rifle...
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Screen-used Winchester Model 1873 "Mare's Leg" with octagonal barrel, extended lever loop, and case-hardened receiver, used in the movie Wild Wild West.
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...and the shorter one, in a different place and a different time.

Winchester Model 70

A pre-1964 Winchester Model 70 is planned to be added in Update #52.

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Pre-1964 Winchester Model 70 w/scope - .30-06 Springfield
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Taking a look at the left side of the Model 70...
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...and the right.
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Loading in some rounds. The red tips on the rounds indicate that they are tracers.
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Aiming the M70, after turning off the safety.
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Cycling the rifle's action, and ejecting a spent case.
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Loading the rifle again, this time with a stripper clip.

Sniper Rifles

Barrett M107A1

The Barrett M107A1 is one of the available firearms in-game.

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Barrett M107A1 with 29" barrel - .50 BMG
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While a famous man told us what Barretts can do, nobody said what would happen if you were inside said building.

Kimber Model 8400 Advanced Tactical SRC

The Kimber Model 8400 is one of the available firearms in-game. In keeping with Update #46's theme of shortened variants of existing guns, the Kimber received a rather strange short-barreled variant in this update.

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Kimber Model 8400 Advanced Tactical SRC - .308 Win.
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While out scouting in the winter wonderland, it appears we're missing an important piece to any scout rifle.

Steyr Scout

Update #52's 10th alpha gave SWBs the ability to use Steyr Scout rifles, which deal substantial amounts of damage and have a long effective range, but fire very slowly, and don't hold many rounds.

Steyr Scout - 7.62x51mm NATO
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A bot with a rather comically proportioned Scout wanders into a Hold Point, and begins to wonder if this is really the best weapon for close-quarters combat against a lunatic with a sawn-off Sten and a SPAS-12 loaded with high-explosive shells.

SVD Dragunov

The SVD Dragunov is one of the available firearms in-game.

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SVD Dragunov sniper rifle - 7.62x54mmR
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Having dealt the enemy of the revolution a 7.62mm lesson, the Red Sniper looks for more targets in need of "re-education".

Machine Guns

Bren Gun

Update #50 brought along a Bren gun, more specifically the Mk2 variant. Due to the fact that bipods were being updated and tuned at the time of Update #50's release, the variant added instead was one with a shortened barrel and no bipod or carrying handle, with the standard variant added later, in the eleventh alpha of Update #52.

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Bren Mk2 - .303 British
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The curtailed Bren, in all of its glory.
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Loading in a fresh magazine full of .303 rounds.
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Pulling back the Bren's charging handle.
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A look through the Bren's iron sights. Note the lack of an adjustment drum on the side of the receiver, showing this to be a Mk2 variant.
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Firing the Bren, showing off its downward ejection system.

Degtyaryov DP-28

Included in the 11th alpha build of Update #52, the Degtyaryov DP-28 comes in both full-length and shortened variants, as with the earlier WW2-era LMGs.

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Degtyaryov DP-28 - 7.62x54mmR
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A DP-28 on the item spawner's output table.
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Unfolding the Degtyaryov's bipod.
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Setting the weapon down on a table.
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Loading in one of the weapon's distinctive 47-round pan magazines, which earned it its famous nickname: the "Dinner Plate 28".
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Pulling back the charging handle, in a rather awkward underhanded manner (though this isn't visible here due to the player's persistent Invisible Hand Syndrome).
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Lining up the sights...
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...and obliterating the target with a protracted burst of 7.62x54mmR.
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"You see Ivan, when use Degtyaryov from standing position, the enemy will be of surrender, for fear of your strength."

General Dynamics GAU-17/A

A handheld General Dynamics GAU-17/A is one of the available firearms in-game.

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General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
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Just what I always wanted!

M1918A2 BAR

Update #50 added an M1918A2 Browning Automatic Rifle to H3. For the same reasons as the Bren gun's changes, the BAR included with the update also has a shortened barrel without a carrying handle or bipod. Update #52's 11th alpha build added the full-length version.

Interestingly, the shortened variant is rather reminiscent of Clyde Barrow's cut-down BAR, though that weapon was actually an original M1918, rather than an A2, and had a shortened stock as well as a truncated barrel. The version in H3 is also clearly meant to be an A2, considering the safe-slow-fast selector.

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M1918A2 BAR - .30-06 Springfield
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An M1918A2 BAR, fresh out of the item spawner.
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Inserting a magazine. While it's not visible here, this magazine is full of red-tipped tracer rounds. What is visible here is the fact that the magazine has fingerprints on it; this is rather odd, considering the complete absence of hands in this game.
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Unfolding the bipod...
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...and setting it down on a table.
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Pulling back the charging handle.
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The BAR's iron sights, which are conspicuously target-colored.
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Firing a burst of .30-06.
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Clyde Barrow's cut-down M1918 BAR, for comparison - .30-06 Springfield
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Loading a magazine into the cut-down BAR.
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Pulling back the charging handle.
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A good look at the right side of the BAR.
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Pointing the BAR at a distant target...
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...and opening fire.
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Aiming the BAR, a rather futile exercise considering the lack of a front sight.

RPK

The RPK is one of the available firearms in-game.

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RPK Light Machine Gun with 40 round magazine - 7.62x39mm
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Old LMGs, drum magazines, and modern rails mix rather well.

Launchers

Heckler & Koch M320

Update #52's tenth alpha added a Heckler & Koch M320 to the arsenal, in keeping with that alpha's generally explosive-centric nature.

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Heckler & Koch M320 - 40x46mm
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Examining the M320.
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Popping open the launcher's side-tilting barrel...
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...and loading in a high-explosive round.
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Folding down the leaf sight, to help with... something.
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After all, what better way to take advantage of a game that allows for proper use of a leaf sight than to ignore it completely and act like the weapon has a normal set of sights attached to its barrel?
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Confident in the sound logic of his decisions, the invisible man drops a spent casing out of his M320.

M1A1 "Bazooka"

Update #50 added the M1A1 Bazooka to H3's collection of explosive toys. Unfortunately, the reloading procedure is incorrectly simplified, with the rocket simply being shoved into the rear of the tube, without bothering to attach the wire to the electrical contacts at the rear of the launcher (which served to transfer electricity to, and ignite, the rocket's booster charge and motor).

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M1A1 Rocket Launcher "Bazooka" - 2.36 inch rocket
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The M1A1 in first person. A rather difficult weapon to grab a good screenshot of, considering its sheer size.
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Loading a M6A1 rocket into the rear of the weapon. As mentioned, this is the only thing required for reloading, with no simulation of the attachment of the contact wire.
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Aiming the M1A1. Unlike many games, the weapon's multiple front sight posts are useful here, as the projectile does drop over distance, and the weapon can be manipulated freely, rather than having a single fixed aim-down-sights position.
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Firing the Bazooka produces a suitably impressive cloud of smoke.

M79

The M79 grenade launcher was one of the first weapons added to H3, predating even the name; it, along with a few other weapons, was added to the early prototype stages of the game before it even received a proper name. In the 9th alpha of Update #52, the weapon got a new model and texture set, along with several new ammo types. These include 5 more-or-less normal rounds - an M381 high-explosive round, an M397 airburst round (which bounces off of whatever surface it hits and explodes in mid-air), an M576 buckshot round, an M781 inert practice round, and a CS gas grenade (which was added later, in the same update's 10th alpha) - and 4 more outlandish rounds (all of which have colorschemes and labels more reminiscent of novelty fireworks than of actual military ordnance). These are:

  • The "X214 Steelbreaker", a high-velocity armor-piercing saboted round,
  • The "X477 Cornerfrag", a low-yield fragmentation grenade that airbursts 4 meters from the launcher's muzzle, intended for blindfiring around corners in close quarters (hence the name),
  • The "X666 Baphomet", essentially a 40mm version of the Dragon's Breath round,
  • and the later-released "X1776 Freedom Party", a 40mm flashbang that releases red, white, and blue confetti upon detonation.
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M79 grenade launcher - 40x46mm
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Admiring the M79 under the light of the warehouse's roof windows. Note the trigger guard; for whatever reason, this version of the launcher had a trigger guard that flopped around freely.
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Popping open the launcher. At full size, it can be seen that the for-some-reason-red rounds on the table have holes in the end of them; this shows that they're modeled after Airsoft 40mm rounds, which use these holes to send forth a shower of plastic BBs on impact.
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"I've got an idea. Instead of just throwing grenades at them, how about we send them grenades in another manner?"
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Readying the M79...
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...and blasting away the nefarious Wall-1000.
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The work done, it's time to remove the spent casing, and take a much-needed vacation.
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The brand-new M79, along with its new ammunition. From left to right: the M781 trainer, the M576 buckshot, the M397 airburst, the M381 HE, the X214 Steelbreaker, the X477 Cornerfrag, and the X666 Baphomet.
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A closer look at the shiny new M79, complete with its gorgeous new properly-secured trigger guard.
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Showing off a feature of the M79 that is all but entirely unique to H3: not only does its sight leaf fold up...
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...but its rear sight notch is actually adjustable for distance. This runs contrary to the model seen in most video games, where the protagonist generally just picks a random distance and goes with it. This feature was present on the older version of H3's M79 as well.
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Opening up the breech.
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"Pardon me, sir, but this is an indoor range, so I would really recommend against that."
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"Sir, what are you doing-"
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"SIR!"
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One RSO heart attack later, a spent casing pops itself out of the M79.

Milkor MGL

Along with the M320, Update #52's 10th alpha brought along a Milkor MGL; specifically, an MGL-140.

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Milkor MGL-140 - 40x46mm
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Taking a look at the MGL's left side...
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...and the right.
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Opening up the launcher, showing six chambers' worth of potential. So, so much potential.
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Loading up the MGL with some "X666 Baphomet" rounds. Although, given the color scheme, one wonders if perhaps a better name would've been the "Flavortown" round.
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Closing the MGL with a flick of the wrist, in spite of all sound logic. This is possible because the MGL is actually built off of the same code as the game's revolvers; a more curious side effect of this is the ability to spin the weapon around like a drunk, Scottish ocelot.
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Closing the launcher again, this time with a much more advisable push.
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Celebrating this advancement in weapon knowledge by filling the air with burning magnesium.

Orion Flare Gun

The Orion Flare Gun is available in-game, having been added in Update #15. While it is capable of firing 12 gauge shells in-game, doing so with any sort of high-pressure shell (i.e. anything other than flares, "Cannonball" rounds, Dragon's Breath shells, or "Freedomfetti" shells) will destroy the flare gun, rendering it useless. However, Update #17 added a fictional steel-framed version capable of handling high-pressure loads.

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Orion Flare Gun - 12 gauge
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Behold, the Orion, in something not even remotely resembling its natural habitat.
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A closer view, which shows that the frame is marked "Saiph"; this is a joke, as Saiph is one of the stars that makes up the Orion constellation.
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Opening up the Orion.
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Bad idea in three...
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...two...
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...one...
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...zero.
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Unsurprisingly, a plastic flare gun doesn't hold up well when subjected to over 10,000 PSI (over 68,000 kPa) of internal pressure. Also note the red streaks in the air; these are bullet trails, which can be toggled on and off at will through the options panel. Unusually, the options panel in H3 is actually a physical object.
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The fictitious "HP" (high-pressure) version of the Orion...
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...which fares considerably better when firing high-pressure shells.

RPzB 43/54 "Panzerschreck"

Rounding out Update #50's collection of largely-WWII-centric weaponry is the Panzerschreck. Much like the M1A1 Bazooka, reloading the weapon is a simpler process in-game than it is in reality; whereas in-game the rocket is simply stuffed into the tube and fired, in reality the rocket had to be properly lined up in the tube, and the user had to press down the pin on top of the contact box to allow electricity to be transferred to the rocket, thus allowing its ignition.

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RPzB 43/54 "Panzerschreck" - 88mm rocket
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The perfect gift for that special someone in your life. Assuming that that "special someone" is trying to stop the invasion of Berlin.
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Loading in an 88mm rocket. The object to the top-left of the screen is another rocket, sitting in a quickbelt slot on the player's shoulder.
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Aiming the Panzerschreck; once again, the issues with having software only capture one eye's view come to light.
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Firing the Panzerschreck at a distant foe, creating a large plume of smoke in the process.

RPG-7

The RPG-7 is one of the available firearms in-game.

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RPG-7 - 40mm
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With this latest find, we have to wonder if Santa is running some illegal present dealings alongside his cheerful toy-giving.

Sturmpistole

The final grenade launcher added in the 10th alpha of Update #52 is the Sturmpistole, a WW2-era German experiment in converting the Leuchtpistole flare gun into a grenade launcher.

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Sturmpistole - 26.65mm / 23mm
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The Sturmpistole in all of its confounding glory.
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A closeup of the muzzle, which shows off the rifled bore insert.
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Loading a grenade round into the aforementioned muzzle.
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Cocking back the hammer, while trying as hard as possible to ignore how utterly ridiculous this device looks.
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Leveling the Sturmpistole at the indoor range's back wall...
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...and sending the grenade on its (rather leisurely) way.

Grenades

M18 Smoke Grenade

Update #52's 10th alpha added the M18 smoke grenade to the game. There are two types available - a normal red one, and a (sadly) fictitious red, white, and blue one.

M18 smoke grenade (red)
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Inspecting an M18, whilst wondering whether or not the indoor range has smoke alarms.
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"Well, only one way to find out..."
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Pitching the M18 downrange.
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Thanking the Broken God that no alarms went off, the invisible cultist takes a closer look at the developing smoke cloud. Note that the cloud is just a bunch of opaque red spheres; the reasoning behind this stylistic approach is twofold: it helps ease the impact that these grenades have on a user's computer (especially when one considers that these grenades can be spawnlocked and thrown in limitless quantities hither, mither, and yonder), and it allows for more dynamic effects - the smoke in this game responds to the presence of objects and level geometry, expands and moves with respect to other smoke-spheres, and can be pushed around by explosions; they also release smoke gradually, rather than all at once as in most games, which allows the player to run around with a lit smoke grenade in each hand, leaving a trail of smoke behind them.
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'Murica.
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The patriotic smoke grenade's 3-color cloud.

M67 Hand Grenade

The M67 hand grenade is available in-game. In-game, it is referred to as the "M219 Greaseweasel Fragmentation Grenade". The Meatmas update added a special "Jingler" variant.

M67 fragmentation grenade
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And no, we weren't lying about the name.

M84 Stun Grenade

The final item added to the game in the 10th alpha of Update #52 is the M84 stun grenade. Of note is that H3 correctly shows the M84's dual pins, something which very few pieces of media demonstrate.

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M84 stun grenade
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The M84 in-game.
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Pulling out the first pin...
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..and the second one.
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Tossing the M84 through a doorway that looks conspicuously like a range booth.
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The M84 detonating. H3 is noteworthy in that its flashbangs don't use the standard video game system for flashbangs wherein the explosion whites out the player's screen and fills their speakers with a tinnitus-like ringing; this is because, when using a VR headset, the M84's effects are significant enough to cause such an effect on players anyway. But of course, don't just take it from me...
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Top 10 Haunting Photos Taken Moments Before Disaster

Mk. 2 Hand Grenade

The first of three WW2-era grenades added in the 11th alpha build of Update #52 is the Mk 2 hand grenade.

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Mk. 2 hand grenade
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While reaching for his grenade, our GI friend notices something... off about the pin.
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Fortunately, as he discovers, the laws of physics are still enforced outside of quick-belt slots.
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Pulling out the pin...
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...releasing the spoon...
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...and sending the entire indoor range on the Pineapple Express.
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Boom.

Model 24 Stielhandgranate

The second of these WWII-centric grenades is the Model 24 Stielhandgranate.

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Model 24 Stielhandgranate
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Having immediately taken up the stranger on his offer of $50 for "some old pepper shaker I found in my grandpa's closet", the collector holds his prize.
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A closeup of the grenade's head, which shows off the markings.
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While it can be used as a melee weapon in-game, our collector is fortunately far too sober and depth-perceiving and not nearly Scottish enough for it to do that.
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Removing the safety cap...
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...before somewhat overzealously yanking the entire string out of the grenade.
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Tomahawking the grenade across the room.
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The M24's blast. Spicy pepper indeed.

No. 69 High-Explosive Grenade

The third and final of these grenades is the No. 69 High-Explosive Grenade, a British WW2-era "offensive"-type hand grenade with an impact-based fuze.

No. 69 High-Explosive Grenade
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Inspecting a fresh plastic grenade. Note the line of red "X" marks; this doesn't indicate that it's filled with high-proof moonshine, but rather that it's filled with Amatol. While we can't recommend that you consume either, if you have to pick one, go with the Amatol. It tastes better.
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Removing the cap, which serves as the No. 69's safety system.
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Tossing the grenade down-range...
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...and ending this page properly - that is, with a bang.