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Hot Dogs, Horseshoes & Hand Grenades/Battle Rifles

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Battle Rifles

Weapons on this sub-page include all self-loading rifles that use full-power cartridges; in-game, this also includes semi-automatic Sniper Rifles as the game primarily categorizes weapons by action or cartridge size.

Armalite AR-10

The 1st gift added in the 2018 Meatmas Update (a yearly event consisting of new weapons and content added over the course of December) was a Sudanese-contract Armalite AR-10 battle rifle.

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Armalite AR-10 (Sudanese contract) - 7.62x51mm NATO
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Opening up the first advent calendar box to reveal an AR-10, which excites the 2 dancing Sosigs so much that they spontaneously explode. Note the claim that the rifle is still being manufactured today; this likely refers to AR-10s as a whole, and not the Sudanese model in particular.
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Appreciating the beauty of 1950s engineering.
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While it's par for the course nowadays, a rifle made chiefly out of polymer and aluminum alloys was seen as a novel, radical idea back then. Perhaps the wood-colored furniture was to add some sense of familiarity in a changing, confusing world...
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Loading in a 20-round "waffle"-pattern magazine.
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Pulling back the trigger-style charging handle, placed inside the carrying handle. Note the portion of the operating rod extending out the back of the receiver; later models would do away with this setup, and instead simply affix the charging handle to the end of the rod.
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Letting the handle go, and watching the bolt slam a round into battery.
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Flipping the selector switch off of "SAFE"...
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...and onto "SEMI". Interestingly, earlier models used a different setup, with the safe position on top, auto at the front, and semi at the back; this was (not much) later switched to the familiar linear setup.
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Aiming at a crystal snowflake through the AR-10's nice, clear aperture sights. This is one element of the rifle that wouldn't change (though other sighting systems were tried earlier on).
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Firing off a shot. Being a 7.62x51mm battle rifle (and an impressively light one at that), recoil is understandably stout.
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Remember those carry-handle-mounted scopes from the M16A1?
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They work on the AR-10, too. Even if they do fit just a little tighter than is strictly comfortable.

DRD Tactical Paratus P762

Update #58's collection of modern firearms included a DRD Tactical Paratus P762 (a Gen 2 model, to be exact), classified as a battle rifle.

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DRD Tactical Paratus P762 (Gen 2) - 7.62x51mm NATO
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Admiring the P762. It's got all the bells and whistles, except, y'know, a trigger.
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The other side, which shows off a bolt so shiny that it caused the spontaneous appearance of letterboxing.
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Loading in a 20-round Magpul PMAG.
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Pulling the folding charging handle. This is one of the improvements of the Gen 2 model; the first-generation model has a more traditional round knob instead.
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As with many of H3's rail-topped firearms, sights must be attached manually.
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Unless that's just not your style.
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"Oh? What might this be?"
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"Oh, okay."
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Unfortunately, mounting the rifle doesn't fix the "lack-of-sights" issue.
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At least it helps with the recoil.
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And just like that, the gun's empty.
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A P762 fitted with a scope and suppressor, serving as an ersatz DMR. It's also been fitted with a trigger; its former lack of one was a visual bug, which was fixed shortly after its addition to the game.
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Looking through the rifle's scope at an attacking Turburgert, one of many defending the Pacification Squad's checkpoint. This particular one is of the "Flak" variety (as evidenced by the shotgun-style cluster of projectiles flying towards the screen); there are also standard bullet-firing versions, "Suppressive" versions (which fire a 3-round salvo of flashbang grenades), and flame-throwing versions.
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The newly bipodless P762.

...is "bipodless" even a word?

FN FAL

Update #54 brought along the much-desired FN FAL battle rifle, a select-fire-converted "G-Series" model to be exact. Update #70 added 2 additional variants, the "Para" and the "Tactical"; these are, respectively, a 50.61 paratrooper model, and a standard 50.00 model with a railed handguard and upper receiver.

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FN FAL "G-Series" - 7.62x51mm NATO
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The right side of the Right Arm of the Free World...
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...and the left side.
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Loading in a 30-round magazine, of the type more commonly associated with the FAL's support weapon variants, such as the FALO and C2A1. 10- and 20-round magazines are available as well.
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Pulling the charging handle.
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Flipping the selector off of "S"...
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...and onto "R".
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Peering through the FAL's distinctive aperture sights.
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Firing off a shot.
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Remembering something about the FAL that many games tend to forget: the selector has a third position, "A".
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"A" for "Awesome". Presumably.
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On an unrelated note, Update #76's 1st alpha build added jigglebones and grip-points to various weapons' carrying handles, the 3 FAL variants included.

FAL Para

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FN FAL 50.61 - 7.62x51mm NATO
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Loading a standard twenty-round magazine into the side-folding FAL.
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Pulling back the charging handle; the presence of a standard round handle instead of a folding one pins this particular paratrooper FAL as a 50.61, with the later 50.62, 50.63, and 50.64 all having folding charging handles.
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Blasting away in full-auto...
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...before remembering that the stock is kind of important for actually hitting anything.
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However, this does come at the cost of it being harder to fit into frame.
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The other side of the rifle. Note the short, military-pattern ported muzzle brake, as opposed to the long flash hider of the prior-added "G-Series" model.
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Oh, and y'know what else is helpful for accuracy?
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The conveniently-placed folding bipod.
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Aiming; the sights are more or less the same between models.
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Firing off a burst. Hey, we said that the stock and bipod help with landing shots, not that they make it easy.

"FAL Tactical"

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FN FAL 50.00 - 7.62x51mm NATO
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"So, I know that some of you might still be on the fence about buying, but I think this next one's gonna seal the deal for ya. Ready? An FAL... with RAILS."
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"Crazy, I know, right? So many possibilities - you can put attachments on it!"
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"You can distort the laws of time with it!"
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"You can fire it!"
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"And you can even run out of ammo with it! All for the low, low price of just 5,406 payments of $99.95! Order now, and we'll even throw in a half-eaten box of Cheez-Its! Call now at 1-800-762-NATO, and get yours today!"

"Sustenance AR3"

Added in Update #87, the "Sustenance AR3" is a fictional weapon inspired by the "Pulse Rifle" (or "AR2") from Half-Life 2; it is built off of the G-Series FAL's model, with a variety of seemingly home-brewed modifications applied to it. The resultant weapon fires from an open bolt, feeds from 30-round belts of a fictional "10x27mm Pulsed" round (hence its in-game classification as a machine gun), and features an underbarrel dark-matter lemon launcher (no, really).

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And here it is, in all its post-apocalyptic glory.
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The modifications are too numerous to list all at once, so let's just point them out one image caption at a time.
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Mounting a belt box; the blade at the top is a large, curved piece of sheet metal which seems to be there as a mounting system, though it's also probably meant to emulate the aesthetics of the AR2.
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The FAL's original charging handle is no more, with the black box on the top of the receiver housing the new bolt and cocking handle; this is as far back as it goes.
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Disengaging the safety; like the AR2 (and unlike the FAL), the AR3 can only fire in full-auto, though both rifles' fire rates are low enough that semi-auto can be achieved through good trigger control.
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Pulling the belt out of the box; while reminiscent of the AR2's "Pulse Plug" rounds, these are traditional single-use cartridges, rather than re-strikeable rounds that constitute 30 shots apiece.
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Setting the belt into place; unlike the game's other belt-fed machine guns, the belt can simply be ripped out of the weapon at any time, though as a trade-off the bolt has to be locked back in order to seat it.
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Blasting a Sosig with the Sustenance AR3; its ammunition is as powerful as it is flashy and green.
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This flashiness comes in handy, as like the AR2, the AR3 doesn't have any sort of sight, making aiming a matter of guessing where sights would be and letting the tracers and sparks tell you whether or not your guess was right.
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And if you were wondering what the device on the bottom with a short cup and a magnetron from a microwave oven was for, this probably doesn't help.
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Conversely, this shot should; if you don't get it by now, the dark matter lemon seen above is loaded into the cup, and can be fired (with a brief charge-up delay) using the supporting hand.
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Being a reference to the AR2's energy ball launcher, it should come as little surprise what happens when one of these hits a Sosig; the lemon passes through them, leaving them to blacken and float for a few seconds as they vaporize, all the while bouncing off of every wall it hits.
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After a sufficient amount of ricocheting, Sosig-vaporizing, and screaming (no, seriously), the lemon explodes in a suitably spectacular fashion.

FN SCAR-H

The FN SCAR-H is one of the available battle rifles in-game, added with the release of Update #32. Update #39 gave the SCAR a rail extension that goes past the front sight, and Update #85's first alpha build added a shorter-barreled CQC variant.

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FN SCAR-H LB (3rd generation) - 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.

SCAR-H CQC

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FN SCAR-H CQC (3rd generation) - 7.62x51mm NATO
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And here's the post-Update #85 Alpha 1 alternate version of the SCAR, complete with rail reduction. It's handy for dealing with Sosigs in tight quarters...
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...but, of course, why would you shoot them yourself when you can get them to shoot themselves instead?
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If they don't comply, you can always honk them into submission.

No, seriously - the airhorn foregrip can actually stun and knock over enemies. It's quite convenient, if you can put up with it yourself.

Heckler & Koch G3A3

Rounding out Update #54's selection of Cold War-era classics is the Heckler & Koch G3A3 battle rifle.

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Heckler & Koch G3A3 - 7.62x51mm NATO
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Loading the G3 with a 20-round magazine.
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Admiring the beauty of this steel-and-plastic work of art. Note the magazine catch, which pops out when a mag is inserted; compare with the screenshot above.
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Pulling back the charging handle...
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...pushing it up into its locking recess...
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...and giving it a hearty slap.
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Aiming through the G3's sights.
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Letting some 7.62x51mm rounds fly.
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"It's nice and all, but I really wish that it had the classic diopter aperture sight."
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"On second thought..."
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Removing an empty magazine from the G3...
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...before unsuccessfully attempting to create an R91.

HK51

While Update #63 added 32 weapons, only 28 were MP5 variants; the remainder instead consisted of 4 variants of the HK51, an unofficial name for a common modification of the Heckler & Koch G3 that consists of shortening it to the length of the same company's MP5. The 4 variants available in-game are categorized as battle rifles, and are named in accordance with standard MP5 naming conventions, rather than with any known designation system - not that one really exists, to be fair - and are also referred to as "H51"s instead of "HK51"s, likely to avoid copyright infringement; they are as follows: the stockless "H51A1", the fixed-stocked "H51A2", the collapsible-stocked "H51A3", and the short-barreled, folding-stocked "H51K".

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HK51 - 7.62x51mm NATO
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Taking a nice, long look at the HK51 "A3". Rather ironic, since "nice" and "long" are two words seldom associated with the HK51, least of all by anyone who's fired one.
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The legacy of The Angry Gun is one known to few, but forgotten by none.
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Not even the dead.
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Right, incredibly foreboding monologging aside...

Pulling back the HK51's charging handle. Due to the fact that the original G3's receiver wasn't meant to accommodate a barrel this short, an additional cut has been made to allow the charging handle to travel all the way back.
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Fortunately, said receiver cut still has the standard-issue vertical locking notch.
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Fiddling with the attached collapsible stock; the seemingly mismatched colors of the stock and the rest of the rifle is due to the gun being built out of bits of the game's existing G3 and MP5 models (impressively enough, seeing as the models were made by different people), though this could be attributed from an in-universe standpoint to that being exactly how a real HK51 is built.
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Delivering the famous HK slap; unlike most of the firearms in-game capable of this, the HK51 has a long enough bolt travel distance that the bolt doesn't close within a single frame.
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Flipping through the rifle's firing modes: there's "probably for the best"...
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..."maybe I'll just give it a try"...
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...and "you're going to regret this".
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Aiming; the rifle may be pointed low here, but that's not a condition that lasts very long.
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After all, a full-auto 7.62x51mm battle rifle is hard enough to control with a full-length barrel; with one that'd be more at home on a pistol, it only takes a few shots before it goes from "anti-infantry" to "anti-aircraft".
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Really, in full-auto, there's not that much of a point to aiming at all. Might as well just hold down the trigger and hope for the best.
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The solid-stocked "A2" version. Just because it's a better idea, doesn't necessarily mean that it's a good one.
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Loading the carbine (or, at least, attempting to), which shows off the rather clear "G3-A3" marking on the magazine well; again, this isn't necessarily an error, since the HK51 is an unofficial configuration commonly made from existing G3 rifles. Next to this is a serial number, which reads "6538298".
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Meanwhile, in the Cappocolosseum (the focal point of the 2018 Meatmas update), a prospective meatiator looks at the menu icon for the stockless "A1" variant.
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Since a mistake in the hand is worth 2 in the bush, here's what the A1 looks like in-game.
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Pulling the charging handle just a little bit too far back; this was an issue with all 4 variants of the HK51 added in Update #63, and was fixed in the first alpha of Update #70.
HK51K - 7.62x51mm NATO
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Deciding that the A1 seems entirely too much like a good idea, the competitor instead settles on the stubby-barreled "H51K", and loads it with a 50-round X-Products X-91 drum magazine (another Update #63 addition).
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Pulling the charging handle...
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...and flipping the fire selector to "DEAR GOD WHY".
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Taking some potshots at an enemy Sosig; the 51K's short barrel and heavy muzzle climb make anything outside sneezing distance a bit of a stretch.
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The screen-consuming muzzle flash doesn't help much either.
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Still, fire enough rounds in their general direction and they'll eventually have to get hit by one. Once that happens, you can stroll casually into the building they were guarding, and destroy one of the enemy spawners that serve as the objectives in this mode, called "Assault and Pepper". They're also the objectives in the "Meat and Metal" mode, which is effectively the same mode, except melee-only, for players and enemies alike.
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Folding the stock, back in a location that's only slightly more likely to exist than a giant battle arena for sentient sausages: an empty, un-monitored indoor shooting range.
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Firing the HK51K in full-auto with one hand. This goes about as well as anyone could've reasonably expected it to.

IMI Galil ARM (7.62x51mm)

The 7.62x51mm battle rifle variant of the IMI Galil ARM, complete with functional bipod, was added in the first Meatmas update. Until Update #52 (more specifically, its 6th alpha build), the Galil was permanently fitted with a side-mounted bracket scope mount; this was replaced with a Soviet-style side dovetail mount in the update.

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IMI Galil ARM - 7.62x51mm NATO
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The Galil in its earlier, rail-afflicted state.
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Reaching up near the forend...
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...and unfolding the bipod.
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Setting the rifle down results in a familiar-looking sight.
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Taking a look through the Galil's sights, after reminding it of the oh-so-easily-forgotten concept called "gravity".
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Unfortunately, the rail mount takes the opportunity to ruin this.
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YES! Perfect! Not a rail in sight!
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Well, apart from that one.
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Loading in 25-round magazine.
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Racking the charging handle, in a manner that does not take any advantage of the newfound freedom of the handle's vertical extension.
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Still, what better way to say "bing, bong, the rail mount's dead" than to fire irresponsibly and indiscriminately?
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Also worth rejoicing over is the functional folding stock...
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...which allows you to do something that you absolutely shouldn't.
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That's not really a good idea either.


M14

The M14 battle rifle is one of the firearms added to the game in the first Meatmas update. The release of Update #42 gave the weapon the ability to use 10-round stripper clips. Update #58 replaced the model; while good, the original model had some dimensional issues that complicated parts interchangeability, which necessitated its removal.

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M14 rifle - 7.62x51mm NATO
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Loading the M14 with 20 rounds of Seven-Six-Two millimeter, Full Metal Jacket.
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Admiring the rifle. There are many like it, but this one is... nobody's.
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Pulling back the charging handle reveals the aforementioned rounds.
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Aiming the rifle...
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...before remembering one little detail:
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The safety.
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With that, the business of using the gun - the one for killing, that is - can proceed as planned.
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Locking back the bolt (ejecting a round in the process)...
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...topping the M14 off with a stripper clip...
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...and letting the bolt slam back into battery.
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Loading up the new M14.
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Pulling back the charging handle.
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An attempt to admire the rifle is rudely interrupted by the emergence of a new foe: letterboxing.
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"BEGONE, FOUL DEMON!"
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The unholy abomination dealt with, business as usual can continue - business such as aiming the M14...
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...and firing it. The new M14 is just as uncontrollable in full-auto as the old one.

M14 DMR

As a companion to the classic wood-stocked version, the M14 in its military DMR configuration was included in the first Meatmas update, under the battle rifle class. Unlike the earlier rifle, it cannot use stripper clips, as its scope mount blocks the action. Being from the same modeler as the original M14 (and being based around the same receiver and barrel group, complete with compatibility-complicating dimensional issues), the M14 DMR was also removed in Update #58; unlike the standard M14, however, no replacement model was added.

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M14 Designated Marksman Rifle in McMillan M2A stock and with a Harris bipod - 7.62x51mm NATO
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An M14 DMR lying on a table.
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The more things change, the more they stay the same.
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Loading in a Vietnam-style 40-round magazine; this is more or less just two 20-rounders welded together.
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Pulling the charging handle, which gives an excellent view of the scope mount.
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If you want an even better view, all you have to do is try to aim.
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Knowing that the lack of usable sights removes any chance of hitting anything anyways, the Scopeless Sniper says "eh, screw it" and unloads his DMR in full-auto.
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"Well, that's all she wrote."

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. Befitting of its reputation, it is classified in-game as a battle rifle.

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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 right.
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Pulling back the Garand's bolt, which is correctly depicted as rotating.
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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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Taking a look at the rifle's distinctive safety switch, located inside the trigger guard.
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Turning the safety off, with a satisfying *click*.
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Aiming the M1; the aperture sights are simple, clean, and easy to read.
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Letting some .30-06 rounds fly.
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Of course, what is a Garand without the "PING"?
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Far less famous, however is this little doohickey.
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Said doohickey is a unique non-magnified optic that replaces the Garand's rear iron sight, based on a rare prototype optic seen in this Forgotten Weapons article.
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Considering how said optic has a very narrow tube, and a reticle consisting of a single thin post that's just barely visible in this shot, it's not exactly surprising that it wasn't adopted.
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The M1 Garand fitted with its Update-#76-Alpha-1-added bayonet, which is also designated the M1. As were far, far too many other things during this period.

M1D Garand

Update #51 brought along the M1D variant, fitted with an M84 scope. It was later removed in Update #52, 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.
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Using a scoped M1 Garand (note the lack of a flash hider) to demonstrate a couple of later-added features; namely, the ability to load the rifle with loose rounds while an en-bloc clip is inserted...
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...and the ability to eject a non-empty clip using the clip release.
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Also of note is the fact that the attachable M84 and the aforementioned prototype optic are not mutually-exclusive, and can both be mounted onto the same rifle simultaneously.
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Though, as the former's model includes a standard rear sight that overlaps the latter's reticle, doing so is only recommended for those who're unhappy about having functional eyes.

M1941 Johnson

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

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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 battle rifles in-game, added in the first Meatmas update. Upon its addition, it was chambered in 7.62x51mm NATO (a non-factory chambering, but a common (if unethical) practice among many civilian owners); Update #42 changed this to the appropriate 7.5x54mm French, and gave it the ability to use 5-round stripper clips. Added with the rifle was an APX L806 3.85-power scope, unique to the MAS.

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MAS-49/56 - 7.5x54mm French
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A good look at the MAS-49/56.
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The other side, which shows off the trigger group and interesting plastic-encased charging handle.
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Loading in a magazine. The MAS-49/56 doesn't have a magazine release; the release button is located instead on the magazines themselves.
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Racking the charging handle, and taking a good look at the rounds in the magazine.
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Peering through the rear sight at the front one, as is tradition.
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Cracking off a shot.
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Reloading the rifle with a stripper clip.
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Releasing the bolt, and getting back to business.
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"I mean, the irons are okay, but maybe I could try something different...?"
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The L806's unique mount, which works based on a set of dovetail rails on the side of the receiver, similar to some Soviet scope mounts.
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Also Soviet-esque is the reticle, which looks rather like that of a PU scope.
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The 1st alpha build of Update #76 gave the MAS a bayonet, for when you feel like un-shortening your shortened rifle.

"All Rounder"

Another one of the gifts added in the 2019 Meatmas update, the "All Rounder" (more formally known as the "UBR-59", presumably short for "Universal Battle Rifle, Model of 1959") is a stylized version of the MAS-49/56 (with a few AK-esque elements, such as the upper handguard) meant for the "Meat Fortress" gamemode, designed to fit in with Team Fortress 2's art style while fulfilling a role which the original TF2 arsenal somewhat conspicuously lacks: a self-loading rifle. The All Rounder chambers the proprietary (and fictional) "10.5x35mm Dutch" cartridge, a round as cartoonishly-proportioned as the rifle itself, which comes in 3 varieties (unique for the Meat Fortress weapons); apart from the standard tracer FMJ, there's a variant packed with 4 armor-piercing flechettes (akin to some of the SPIW and SALVO prototypes, albeit infinitely more functional), and an "Inferno" version that disintegrates and spreads fire at a semi-fixed distance from the muzzle.

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The "All Rounder", in all its round glory.
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Note the exaggerated... everything, really.
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Also note the lever in the trigger guard; this is the safety, and it flips up into a notch in the stock when disengaged.
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Loading in a magazine full of 10.5mm rounds, whose projectiles are longer than their actual cases...
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...and chambering one with a tug of the slightly-tilting charging handle, silently hoping that this thing has gain-twist rifling. Or at least a considerable amount of freebore, so that any possible barrel ruptures happen as far away from the user's face as possible.
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Aiming; the sights are essentially a faster-acquirable version of the MAS's, with a narrower, less obtrusive rear sight (complete with a much larger aperture) and a larger front sight post.
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Shooting a snowflake out of the sky.
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Loading in a 5-round stripper clip of flechette ammo. If only DARPA could see you now...
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Chambering a tube of lipstick an Inferno round, whose non-aerodynamic shape is a bit of a moot point...
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...since it just breaks apart mid-air anyways. If it hits something before reaching is maximum range, it will spread its fire more tightly, making it a dual-role incendiary/area-denial round; it's effectively a poor man's flamethrower, with a bit more precision at the cost of (if you'll excuse the pun) volume of fire.

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, which was then removed in Update #52 due to the inherent issues with cutting down the barrel of a long-recoil-operated rifle. Update #85's third alpha added a scope for the rifle (a Weaver Model 330 on a specialized mount), which also fits the Model 81 below.

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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.
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"Let's check our list here... scopes, rifles..."
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"...and scoped rifles."
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Resting the rifle on a fence, and aiming at a distant dueling tree; the Weaver's reticle is a basic set of crosshairs. Simple, but it helps for those long-distance shots.
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Of course, one of the downsides of a scope is target re-acquisition after each shot. In other news, a spent casing has apparently attempted to become one with the rear sight.

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 and bulky forend distinguish 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.

Springfield Armory M1A SOCOM 16

Update #58 added a SOCOM 16 rifle, with a tan-finished synthetic stock; it is known in-game as the "M1Shorty16" (lacking spaces in its name, like many of the game's weapons), and is classified as a battle rifle. Like the real weapon (and unlike the game's other M14 variants, presently included or otherwise), it fires exclusively in semi-auto.

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Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
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Loading the SOCOM 16; it comes with a short 10-round magazine by default, though it can also use the normal M14's 20- and 30-round magazines.
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Giving the charging handle a good, solid pull.
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Admiring the SOCOM 16.
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Which, in spite of what the name would suggest, doesn't actually have anything to do with SOCOM.
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Doing something that definitely doesn't qualify as "aiming"...
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...and taking some potshots.
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Old box out.
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New box in.
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A quick tug of the bolt handle...
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...and back to business. A tactical reload for a tactical rifle.

Tokarev SVT-40

Update #48 added an SVT-40 battle rifle to the game, complete with an optional PU scope and (following Update #76's first alpha) bayonet.

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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; this resulted in the rather bizarre addition of Mosin-Nagant stripper clips prior to the addition of an actual Mosin-Nagant.
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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.
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Brandishing a bayonetted Tokarev against the Council of Spheres, suspicious of their plans.

Click here to return to the main index page, or click here to view the game's sniper rifles.