Payday 2 (stylized as PAYDAY 2) is the sequel to Payday: The Heist. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.
The following weapons appear in the video game Payday 2
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as "assault rifles"), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few "special" weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few "special" weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, "9mm lager", and 5.56). Weapons can not be changed during gameplay.
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for purchase by leveling up, and must then be bought with money, though money earned from heists is divided between a player's "Offshore Account" (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.
Modifications
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the "Continental Coins" in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.
Pistols
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols.
The handguns that can be dual-wielded are listed below in their respective entry.
Glock 17
The Glock 17 appears as the "Chimano 88" (presumably a reference to the "Pistol 88" designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs.
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.
Akimbo
Springfield Armory 1911 Lightweight Operator
The Springfield Armory 1911 Lightweight Operator appears as the "Crosskill", unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the "12rnd Mag." modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.
Akimbo
Beretta 92FS Centurion
The Beretta 92FS Centurion appears as the "Bernetti 9", unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name "B9-S" is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.
Akimbo
Glock 18C
The Glock 18C is unlocked at level 29 and, similarly to its appearance in the first game's "Wolf Pack" DLC, is known as the "STRYK 18c". It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.
Akimbo
Desert Eagle Mark XIX
The Desert Eagle Mark XIX goes by its everlasting nickname of the "Deagle" in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.
Akimbo
Heckler & Koch USP45 Tactical(*)
The Heckler & Koch USP45 Tactical appears as the "Interceptor .45", automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life).
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0.
Akimbo
Glock 22C(*)
The Glock 22C was added in the Election Day update as the "Chimano Custom", available to all members of the official Payday 2 Steam group. It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.
Modifying the "Chimano Custom" with the Long Slide produces a Glock 35.
Akimbo
Glock 26(*)
On the seventh day of the Crimefest event (October 22nd 2014), John Wick himself jumped aboard as a playable heister and brought his trusted Glock 26 along for the ride. Renamed the "Chimano Compact", it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.
Akimbo
Walther PPK/S(**)
The Walther PPK/S pistol appears as the "Gruber Kurz", perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film Die Hard, though it was swapped out for a P7M13 in the final cut. The "Kurz" also seems to imply that the developers have made the immensely common mistake of taking the "K" in its name to stand for "Kurz", as it does with most German firearms, such as the Karabiner 98k, G36K, or MP5K. In reality, the K stands for "Kriminal", as it was the variant of the Walther PP that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and it was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.
Akimbo
SIG-Sauer P226R(**)
The SIG-Sauer P226R in .40 S&W appears as the "Signature .40" added by the Gage Weapon Pack #01 DLC.
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0.
Akimbo
Mauser C96 "Broomhandle"(**)
The Mauser C96 appears as the "Broomstick", added with the Gage Historical Pack DLC and unlocked at level 23.
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.
Akimbo
Springfield Armory XDM(**)
The Springfield Armory XDM appears as the "LEO Pistol", added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XDM was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.
Akimbo
Jericho 941 PL(**)
The Jericho 941 RPL was added in the Point Break Heists DLC as the "Baby Deagle" (referencing Magnum Research's marketing of the Jericho as a "Baby Eagle"), though its markings claim it to be a "Sparrow 941 RPL".
As with the Springfield Armory XDM, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil.
Akimbo
Kalashnikov Concern PL-14 Lebedev
The Russian PL-14 Lebedev prototype pistol was added with the free Hardcore Henry Packs DLC as the "White Streak". It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its "Extended Magazine" mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.
Akimbo
Heckler & Koch P30L(**)
The Heckler & Koch P30L was added in the John Wick Weapon Pack DLC as the "Contractor". The markings on its model proclaim it to be an "SG Master". It is the only weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.
Akimbo
FN Five-seveN(*)
The FN Five-seveN FDE with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the "5/7 AP" for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.
Luger P08
The Luger P08 was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the "Parabellum", it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.
Akimbo
Colt M1911A1
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist "The Diamond" (added along with the aforementioned WWII Weapon Pack) feature unusable Colt M1911A1s. This model is the same as in Raid: World War II, and different from the "Crosskill Chunky Compact" model.
Colt Defender
The Colt Defender was added to the game on Day 7 of the 10-day Locke and Load community event as the "Crosskill Guard". For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the "Ergonomic Grip") is the Hogue Officer's Model rubber grip shown in the image of the real thing below.
Akimbo
Heckler & Koch P7M13
The Heckler & Koch P7M13 was added to the game on Day 2 of the Breaking News event as the "M13 9mm". Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.
Akimbo
Stechkin APS(**)
The Stechkin APS was added to the game by the "Federales Weapon Pack", in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the "Igor Automatik", as a reference to Igor Stechkin, the designer of the APS.
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.
Akimbo
CZ 75(**)
The "Czech 92" automatic pistol is a hybrid of the full-auto-capable CZ 75, and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the "Federales Weapon Pack".
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.
Akimbo
Beretta 93R(**)
The Beretta 93R is the third and last weapon added with the "Federales Weapon Pack". Known in-game as the "Bernetti Auto", it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to.
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.
Akimbo
Auto 9
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film RoboCop.
Hudson H9(**)
The Hudson H9 was added to the game on June 30 2020 with the release of the "Fugitive Weapon Pack". It is known in-game as the "HOLT 9mm". Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.
Akimbo
Colt M1911/M1911A1 Hybrid(**)
The Colt M1911 and Colt M1911A1 hybrid was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "Crosskill Chunky Compact".
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with.
Akimbo
Tokarev TT-33(**)
The Tokarev TT-33 was added to the game in the "Jiu Feng Smuggler Pack 3" with akimbo option as "Káng Arms Model 54". Its name refers to the Chinese copy of the pistol, the Norinco Type 54, however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in Kingsman: The Secret Service.
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.
Akimbo
SilencerCo Maxim 9(**)
The SilencerCo Maxim 9 was added to the game in the "Jiu Feng Smuggler Pack 4" as "Gecko M2". It is integrally suppressed as you'd expect.
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager.
Akimbo
Revolvers
Revolvers are not a separate category in-game, being a part of the Pistols category.
Taurus Raging Bull
The Taurus Raging Bull returns from the first Payday, once again as the "Bronco .44", but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist.
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.
Akimbo
Taurus 4510PLYFS(*)
The Taurus 4510PLYFS was added to the game as "The Judge" as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar Taurus Judge in the Max Payne movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.
Akimbo
Ruger New Vaquero(**)
A Ruger New Vaquero with wooden grips appears as the "Peacemaker .45", added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver.
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.
Mateba 2006M(**)
The Mateba 2006M was added with the Alesso Heist DLC as the "Matever .357", a reference to the butchering of the manufacturer's name in the English dub of Ghost in the Shell.
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.
Akimbo
Smith & Wesson Model 29
The Smith & Wesson Model 29 was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the "Castigo .44" (Spanish for "punishment"), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of three to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.
Modifications include a Kokusai Devil heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.
Akimbo
Smith & Wesson No. 3 Russian Model(**)
The Smith & Wesson No. 3 Russian Model was added to the game in the "Gunslinger Weapon Pack" with akimbo option as "Frenchman Model 87".
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.
Akimbo
RSh-12(**)
The RSh-12 was added to the game in the "Jiu Feng Smuggler Pack 3" as "RUS-12 Angry Tiger". Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.
Korth NXA
Added in the "McShay Weapon Pack 2" DLC, the "Kahn .357" is a Korth NXS with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes PD2 the weapon's first known appearance.
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.
Akimbo
Submachine Guns
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon.
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category.
Ingram MAC-11
The "Mark 10" is actually based on a Ingram MAC-11 and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.
As far as SMGs go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.
Akimbo
Heckler & Koch MP5A2
The Heckler & Koch MP5 returns from the first Payday, again known as the "Compact-5". It is unlocked at level 13 and can be modified into many different MP5 models as listed below.
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMGs, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.
Heckler & Koch MP5A3
Heckler & Koch MP5SD2
Heckler & Koch MP5SD3
Heckler & Koch MP5SD6
Heckler & Koch MP5K
Heckler & Koch MP5K with PDW stock
Heckler & Koch MP5/10
The MP5/10 with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.
Akimbo
Brügger & Thomet MP9
The Brügger & Thomet MP9 appears as the "CMP" (a reference to the TMP's name in Perfect Dark), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.
Akimbo
FN P90 TR
The FN P90 TR appears as the "Kobus 90" and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.
Akimbo
Thompson M1928(*)
The Thompson M1928 with a 50-round "L" drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications. It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.
The Thompson is a strange gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options.
Akimbo
Thompson M1A1
An unusable Thompson M1A1 can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist "The Diamond". This model is the same as in Raid: World War II, and shares nothing with the "Chicago Typewriter" available to heisters.
Carl Gustav M/45B(**)
The Carl Gustav M/45B is available to owners of the "Armored Transport" DLC. Known as the "Swedish K", the in-game weapon is based on an early "B" model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.
Modifying the Swedish K with the "Swedish Barrel", "Swedish Body" and "Ergo Grip" completes the look of a general-production M/45B.
Akimbo
Heckler & Koch MP7A1(**)
The Heckler & Koch MP7A1 appears as the "SpecOps", added as part of the "Gage Weapon Pack #01" DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip.
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.
Akimbo
Sa vz. 61 Skorpion(**)
The Sa vz. 61 Skorpion appears as the "Cobra", as part of the "Hotline Miami" DLC.
Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.
Akimbo
Intratec TEC-9(**)
An Intratec TEC-9 modified to allow for fully-automatic firing appears as the "Blaster 9mm" and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the "Hotline Miami" DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the Interdynamic MP9, the parent design of the TEC-9.
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.
Akimbo
IMI Uzi(**)
The IMI Uzi appears as the "Uzi" (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.
Akimbo
Sterling L2A3(**)
The Sterling L2A3 appears as the "Patchett L2A1" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name "Patchett" refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development.
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.
Akimbo
Cobray M11/9(**)
The Cobray M11/9 appears as "Jacket's Piece" and is unlocked for purchase by buying the "Jacket Character Pack" DLC. It correctly holds 32 rounds.
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.
Akimbo
KRISS Vector(**)
The KRISS Vector was added with the "Gage Ninja Pack" DLC. It is marketed as the "Polygon SMG" in-universe and called "Kross Vertex" by the inventory screen. The weapon holds 30 rounds in the "25+"-round magazines.
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.
Akimbo
IMI Micro Uzi(**)
The IMI Micro Uzi appears as the "Micro Uzi" and is unlocked for purchase by buying the "Yakuza Character Pack".
This occupies a similar slot to the other bullet hose SMGs, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90s irons.
Akimbo
SR-2M Veresk
The SR-2M Veresk was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by Sharlto Copley from the movie Hardcore Henry. The weapon is called "Heather" ingame, which is the English translation of "Veresk". It's notably the first subgun that can be dual-wielded.
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the Cobray M11/9 (Jacket's Piece). Same basic points, but now it's Das Vidanya.
Akimbo
Heckler & Koch UMP45(**)
The Heckler & Koch UMP45 was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1. Named the "Jackal SMG", it is otherwise known in-universe as the "Schäfer & Gewehr AMP", made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.
Akimbo
PP-19 Bizon-2(**)
The PP-19 Bizon-2 was added with the "Gage Russian Weapon Pack" DLC. Named the "Tatonka" (Lakota for "bison") submachine gun in-game, it's cursed with Russian Weapon Pack disorder of having little mods to its name beyond the basics.
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.
Akimbo
MP40(**)
The MP40 was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a very slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.
Akimbo
SIG-Sauer MPX(**)
The SIG-Sauer MPX was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the "Signature" SMG, it comes with provisions for alternative forends, stocks and magazines.
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun.
SIG-Sauer MPX-K
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.
Akimbo
PP-19-01 Vityaz(**)
The PP-19-01 Vityaz was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "AK Gen 21 Tactical".
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.
Akimbo
Minebea M-9(**)
The Minebea M-9 with its front grip removed was added to the game in the "Jiu Feng Smuggler Pack 2" with akimbo option as "Miyaka 10 Special".
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.
Akimbo
Magpul FDC-9(**)
The new semi-auto carbine version of the Magpul FMG-9, the FDC-9, was added to the game in the "Jiu Feng Smuggler Pack 4" as "Wasp-DS". Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced "Gun Nut" skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.
Assault Rifles / Battle Rifles
This section includes most of the weapons categorized as "assault rifles" by the game; the rest can be found in the carbine section.
AKS-74
The AKS-74 is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.
Steyr AUG A2
The Steyr AUG A2 becomes available to players at reputation level 8 and is named the "UAR" (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.
Thales F90
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the Thales F90 and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.
AKMS
The AKMS appears as the AK.762 and is unlocked at reputation level 16. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a AKM if the "Classic Stock" from The Butcher's AK/CAR Mod Pack is equipped.
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.
M14 Designated Marksman Rifle
An M14 Designated Marksman Rifle with a McMillan M2A stock and a short 16" barrel appears as the "M308" as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a Mk 14 Mod 0 EBR.
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have, and that the full auto switch does work.
Ruger Mini-14 F
Attaching the "B-Team Stock" that came with the "Fugitive Weapon Pack" transforms the M14 into an approximation of the Ruger Mini-14 F, albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.
The attachment's name is a reference to The A-Team, whose protagonists made frequent use of folding-stocked Mini-14s.
Bofors Ak 5
The whole Bofors Ak 5 family appears as the "AK5", all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.
Ak 5B
Sticking on the "Bertil Stock" from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B.
Ak 5C
The modernized Bofors Ak 5C comes together by replacing almost everything that comes off the receiver.
FN FNC
The "Belgian Heat" handguard is cribbed straight off the FN FNC in a direct reference to Lt. Vincent Hanna (Al Pacino) from the movie Heat.
M16A4
An M16A4 with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.
FN SCAR-H(**)
The FN SCAR-H appears as the "Eagle Heavy Rifle" and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a FN SSR stock is used by some Murkywater PMC enemies.
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.
Modified Version
DSA SA58 FAL(**)
A DSA SA58 FAL fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the "Falcon Rifle" and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.
In comparison to the other two major battle rifles, the Falcon just kind of sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.
FAMAS F1(**)
The FAMAS F1 appears as the "Clarion Rifle" (a probable reference to the weapon's name in Counter-Strike) and is unlocked for purchase by buying the "Gage Assault Pack" DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the "G2 Grip" to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle.
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.
IMI Galil ARM 7.62(**)
The 7.62mm variants of IMI Galil ARM appears as the "Gecko 7.62" rifle and is available to purchase for owners of the "Gage Assault Pack" DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.
Heckler & Koch G3A3(**)
The Heckler & Koch G3A3 with a Heckler & Koch HK21 machine gun's stock appears as the "Gewehr 3 Rifle" (a rather redundant name, as "Gewehr" means "rifle", making this the "Rifle 3 Rifle"), and is available to purchase for owners of the "Gage Assault Pack" DLC. It holds 20 rounds in the magazine.
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.
Enfield L85A2(**)
The Enfield L85A2 was released in the Clover Character Pack as the first paid DLC signature weapon. Known in-universe as the "L-95" and referred to as the "Queen's Wrath" by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction.
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.
HS Produkt VHS-D2(**)
The HS Produkt VHS-D2 was released as part of the "Dragan Character Pack" DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the "Lion's Roar".
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.
AS Val(**)
The AS Val was added with the Sokol Character Pack. It's called "Valkyria" in-game and holds 20 rounds of 9x39mm in the magazine.
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.
CZ 805 BREN A1(**)
The CZ 805 BREN A1 was added with the Biker Heist Packs and called the "CR 805B" in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model.
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others. but it's in a slot that you shouldn't arguably have it in.
Akimbo
Heckler & Koch HK417(**)
The Heckler & Koch HK417 was added to the game as part the "Scarface Character Pack" DLC. Known in-universe as the "Little Friend 7.62 Assault Rifle" or "Schäfer & Gewehr SG-417D", it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung M203 grenade launcher. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock.
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.
AK-12(**)
The 2016 iteration of the AK-12 was added with the "Gage Russian Weapon Pack" DLC. Going by the name "AK17", it holds 35 rounds by default, and can accept the other AK magazine mods (the Low Drag US PALM magazine gives it a similar appearance to the AK-15 variant).
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.
M1 Garand
The M1 Garand was added to the game in the free WWII Weapon Pack update alongside the Luger P08 and MP40. Known as the "Galant", it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping 23.
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.
Unlocking the Garand requires the player getting 100 kills with the MP40.
FN F2000 Tactical
The FN F2000 Tactical with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the "Union 5.56", modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.
OTs-14-4A Groza(**)
The OTs-14-4A Groza assault rifle/grenade launcher complex was added to the game in the "Jiu Feng Smuggler Pack 2". It introduces the "electric grenades" which it uses by default, but can be switched for the more generic explosive ones.
This is the gun you make your friend use after he grenaded a group of cops and fragged a few civvies. The electro grenades of the Byk allow yo to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speedpull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.
ShAK-12 (**)
The ShAK-12 also known as ASh-12 was added to the game in the "Jiu Feng Smuggler Pack 3" as "KS12 Urban".
t's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do.
Carbines
Most of the weapons in this section are categorized as "assault rifles" by the game.
Colt Model 733
The Colt Model 733, fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, appears as the AMCAR, the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the G36K (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of Heat on the production, the highly specific choice of model probably isn't a coincidence.
M4A1 Carbine
The M4A1 appears as the "CAR-4" and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a "higher caliber variant" of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.
Mk. 12 Mod 0 SPR
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed Mk 12 Special Purpose Rifle except it still doesn't get the sniper scopes.
Heckler & Koch G36KV
The Heckler & Koch G36KV makes an appearance as the "JP36", unlocked as early as level 16.
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36.
Olympic Arms K23
The Para SMG is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as "olympia", that's the headline.
Olympic Arms K23B
The basic look of the gun is closest to the Olympic Arms K23B ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an M231 FPW and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type La France M16K. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.
Olympic Arms K23P
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.
M4 CQBR / Mk 18 Mod 0
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10" length (falls just short of the 11.5" AMCAR) makes the most American option the Mk 18 Mod 0, ignoring the lack of a gas block/front sight and the too short foregrip.
Akimbo
AKMSU
A variant on the AKMSU is unlocked at reputation level 29 and is named the "Krinkov," the nickname of the AKS-74U. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles.
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful.
Akimbo
SIG SG 552-2(**)
The SIG SG 552-2 appears as the "Commando 553" (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.
Kel-Tec SUB-2000(**)
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Kel-Tec SUB-2000 appears as the "Cavity 9mm". A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.
Heckler & Koch HK416C(**)
The Heckler & Koch HK416C was added with the release of the Sydney Character Pack. It was marketed in-universe as the "Schäfer & Gewehr 416C", but this copy of the weapon was renamed by Sydney to "Bootleg" after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout.
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets. Which to be fair, it does very well.
Taran Tactical Innovations TR-1 Ultralight(**)
The Taran Tactical Innovations TR-1 Ultralight was added with the release of the "John Wick Heists" pack as the "Contractor .308", ostensibly modeled after the rifle prominently used by Wick in John Wick: Chapter 2. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the "Contractor .308" is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.
IWI X95
The IWI X95 was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the "MTAR 21", which is technically its predecessor, the X95 has since been renamed as the "Tempest 21".
It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically zero unique mods to its name.
Shotguns
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under "Revolvers" instead.
Remington Model 870 Field Gun
A Remington Model 870 Field Gun, called the "Reinfeld 880" is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.
Remington Model 870 Short-Barreled
A stubby variant of the Remington Model 870 Field Gun is unlocked at level 13 and is called the "Locomotive 12G". It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches.
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.
Saiga 12K
The Saiga 12K (going by the name "IZHMA 12G") is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the AKMS. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however).
The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal.
CBRPS Spike X1S AK Chassis
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the "Locke and Load" event as a secondary shotgun which can also be dual-wielded. Known as the "Grimm 12G" or "Brothers Grimm 12G" for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say "wait, what?".
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells.
Franchi SPAS-12(*)
The Franchi SPAS-12 was added during CrimeFest 2014 and is called the "Predator 12G". It fires in semi-auto and holds 6 rounds in the default short tube, the "Extended Magazine" gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for "sporting purposes".
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.
Beretta DT11/CZ Redhead Deluxe Hybrid(*)
This Over and Under Shotgun was introduced along with the Bonnie Character update as the "Joceline O/U 12G". It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a Beretta 682 Gold E.
While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.
Benelli M4 Super 90(**)
The Benelli M4 Super 90 appears as the "M1014" in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the "Gage Shotgun Pack" DLC. It holds 8 shells in the 7-round tube.
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!
Kel-tec KSG(**)
The Kel-Tec KSG, called the "Raven" in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones.
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south.
Penn Arms Striker-12(**)
The Striker-12 appears by the family's most prestigious name; the Street Sweeper. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.
AA-12(**)
The AA-12 was added with "The Butcher's BBQ Pack" as the "Steakout 12G", possibly a pun on the Ithaca 37 "Stakeout" model (ironically, a standard Ithaca 37 was added later with the "Goat Simulator" DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto.
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.
Ithaca 37(**)
Along with the "Goat Simulator" DLC (where do they get these ideas?) a full-size Ithaca 37 Riot was added, oddly as a secondary weapon. Called "GSPS 12G" in-game as a rather obvious parody of the "Deer Slayer Police Special" variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine.
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.
Winchester Model 1887(**)
The Winchester Model 1887 was added with the Biker Character Packs and is called the "Breaker 12G" in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?
Crye Precision SIX12
The Crye Precision SIX12 was added during "Hoxton's Housewarming Party" as a secondary shotgun. It's called "Goliath 12G" in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.
Akimbo
Remington Exposed Hammer SxS
What looks to be a Remington Exposed Hammer SxS was added to the game on Day 4 of the 2018 Breaking News event as the "Claire 12G". The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting.
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to PAYDAY 2.
Winchester Model 1897 (**)
The Winchester Model 1897 was added to the game by the "Gunslinger Weapon Pack", confusingly named the "Reinfeld 88".
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say "Am I willing to saw down a 100 year old shotgun for better stats?"
Mossberg 590 Compact Cruiser (**)
The Mossberg 590 Compact Cruiser with buffer tube adapter was added to the game in the "Jiu Feng Smuggler Pack" as "Mosconi 12G Tactical".
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.
Baikal MP-155 Ultima(**)
The Baikal MP-155 Ultima was added to the game in the "Jiu Feng Smuggler Pack 4" as "Argos III".
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary warm while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.
Standard Manufacturing SKO-12(**)
The Standard Manufacturing SKO-12 was added to the game in the "McShay Weapon Pack 2", under the name "VD-12". Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.
Akimbo
Machine Guns
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second "Gage weapon pack" DLC. The "Gage Historical Pack" introduced the MG-42 and the "CrimeFest 2015" update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the "Lion bipod" was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).
RPK(**)
The RPK appears as the "RPK" and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it.
M249 Para(**)
The M249 Para appears as the "KSP" (the abbreviated form of the Swedish word for machine guns, kulspruta) and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between "somewhat controllable" rate of fire and "I CANT SEE ANYTHING OH DEAR GOD HELP" rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.
Heckler & Koch HK21E(**)
Returning from the previous installment, the Heckler & Koch HK21E appears as the "Brenner 21" and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.
MG 42(**)
The MG 42 appears as the "Buzzsaw 42" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game.
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a "BRRAP" and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.
M240B
Although called "Ksp 58" in-game, after the Swedish version of the FN MAG 58 and even has the distinctive Swedish green lacquer finish, it is actually modeled after the M240B, denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of "CrimeFest 2015" and along with it the ability to use a bipod with Machine Guns.
Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.
M60(**)
The M60 machine gun was added to the game with the release of the "Fugitive Weapon Pack". Unlike most weapons in the game, it is identified by its real-world name.
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do.
Vollmer HK51-B(**)
The Vollmer HK51-B was added to the game as part of the "McShay Weapon Pack". This is the first (and currently the only) machine gun to use sights.
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG catagory, good concealability which you probably don't care for as an LMG and no bipods. Have fun!
M1918A2 BAR
The WW2-themed exhibit in the heist "The Diamond"'s fictional McKendrick Museum has several unusable M1918A2 Browning Automatic Rifles (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from Raid: World War II, but it actually uses different textures in Raid.
MG34
The aforementioned exhibit also prominently features several MG34s on their distinctive Lafette tripods, fitted with anti-aircraft sights.
Sniper Rifles
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update.
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under "Carbines" instead.
Remington MSR (**)
The Remington MSR appears as the "Rattlesnake" and is unlocked at level 15. It holds 10 rounds in the magazine.
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.
Blaser R93 Tactical 2 (**)
The Blaser R93 Tactical 2 was added with the Gage Sniper Pack and appears as the "R93". Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine.
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the "Thanatos" and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.
Barrett M95 (**)
The Barrett M95 appears as the "Thanatos" and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of 3675, loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid 12,500 damage per shot and the M202 from the Scarface Heist pack with 6200 damage.
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.
Mosin Nagant M91/30 (**)
The Mosin Nagant M91/30 was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the "Nagant", it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 and a M38 carbine and that seems to roughly align with that of M1907 carbine. Despite that, the in-game version isn't an actual M1907 carbine due to the lack of its very distinct rear sight block, as well as the presence of M91/30 rear sight and front sight hood.
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An expensive Mosin Nagant would sell for somewhere around $600 in reality, a good 1,535 times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.
Winchester Model 1873 (**)
The Winchester Model 1873 appears in the game as the "Repeater 1874" and is part of the "Butchers Western Pack" DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification.
With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.
Walther WA 2000 (**)
The Walther WA 2000 Generation 1 was added with the "Gage Ninja Pack" DLC. It's called "Lebensauger .308" in game, which can roughly be translated from German to "life-sucker" or more figuratively, "vampire". While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.
DTA Stealth Recon Scout(**)
The Desert Tactical Arms Stealth Recon Scout A1 Covert was added with the release of the "John Wick Weapon Pack". Along with the aforementioned Heckler & Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the "Desertfox Sniper Rifle", it has a black and tan two-tone finish.
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.
SVD Dragunov(**)
The SVD Dragunov is available for people who own the "Gage Russian Weapon Pack" DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name "Grom" in-game, which translates into "thunder" in Russian.
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.
Remington Model 700P(**)
The Remington Model 700P is available for people who own the "Fugitive Weapon Pack" DLC, as the "R700". Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.
Remington 700 Magpul Hunter 700L
The "Military Stock" for the Model 700 is a Magpul 700L chassis.
Norinco QBU-88(**)
The Norinco QBU-88 was added to the game in the "Jiu Feng Smuggler Pack 2".
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.
Marlin Model 1895(**)
The Marlin Model 1895 was added to the game by the "Gunslinger Weapon Pack".
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.
Steyr Scout(**)
The Steyr Scout was added to the game in the McShay Weapon Pack under the name of "Pronghorn Sniper Rifle". It is the first sniper rifle in the secondary weapon slot.
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in.
SAINT Victor .308 AR-10 Rifle (**)
The SAINT Victor .308 was added to the game in "A Criminal Carol" 2022 holiday event under the name of "North Star Sniper Rifle". Following the Steyr Scout, this is the second secondary slot sniper rifle.
The Rifle of the North Star (yo wa shock) operates in a similar veign to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.
Hera Arms conversion
It's "exclusive set" basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.
Launchers
M79 Grenade Launcher (**)
The M79 was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.
Milkor MGL Mk 1L (**)
The Butcher's BBQ Pack added a Milkor MGL Mk 1L to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.
RPG-7 (**)
The RPG-7 was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game.
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?
China Lake Launcher (**)
The China Lake Launcher, known as the "China Puff" in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday).
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!
ATK XM25(**)
The latest model of the XM25 grenade launcher was added with the "Gage Spec Ops Pack" DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the "Arbiter Grenade Launcher" in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.
M202 FLASH(**)
The M202A1 FLASH was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface Character DLC, which adds a HK417 instead (see above)).
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts.
Heckler & Koch M320
The Heckler & Koch M320 was added to PAYDAY 2 in Update #169.2 as the Compact 40mm.
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of "it's an M79 for people who never bought the Assault Pack" with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate.
Metal Storm 3GL(**)
The Metal Storm 3GL under the alias of "Basilisk 3V Grenade Launcher" was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.
Explosives
C4
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.
M18 Smoke Grenade
The M18 smoke grenade is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update.
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire.
M67 Hand Grenade (**)
The M67 hand grenade was added in the first "Gage Weapon Pack" DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit.
Update 100 added another version of the grenade called the "HEF Grenade" that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.
Model 24 Stielhandgranate (**)
The Model 24 Stielhandgranate was added as a melee weapon in the "Gage Historical Pack". It's referred to as the "Potato Masher" in-game.
M84 Stun Grenade
The M84 Stun Grenade was added in the "Hoxton's Housewarming Party" update under the misnomer of "Concussion Grenade". Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close.
After an update, the law enforcers' own version of the flashbang has been updated to use this model.
AN-M14 Incendiary Grenade
Another addition the game's arsenal of grenades is the AN-M14 Incendiary Grenade as part of "The Search for Kento" community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.
VOG-25P Khattabka Grenade (**)
The "Jiu Feng Smuggler Pack 2" DLC added, among other things, the "X1-ZAPper" grenade, a VOG-25P-based Khattabka grenade; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.
Other
Hand Held M134 Minigun
A Hand Held M134 Minigun was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.
It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.
Empty Shell LLC XM556 Microgun
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled XM556 Microgun by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the "Shoulder-Mounted Machine Gun" from Fallout: New Vegas's Lonesome Road DLC. Modifications include a short barrel cluster and "Heatsinked" versions of both configurations, which are just the barrels with a tactical sleeve fitted on.
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon.
"Hailstorm Mk 5"
Added in the "McShay Weapon Pack 2" DLC, the "Hailstorm Mk 5" is a fictional weapon loosely based on the Magpul PDR visually, and the Metal Storm "Bertha" technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous "Typhoon" from Crysis 3), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique "Prototype" exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked "PROTOTYPE R-033".
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the "Bertha" rig upon which it was based, whose 36 9mm barrels together managed 1,000,000 RPM), or in a "volley-shot" mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 "projectiles" gameplay-wise.
Sentry Gun
The Heckler & Koch MP5K appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a FN P90 as its base.
Browning M2HB
A Browning M2HB machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the Browning M3 Aircraft, it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.
Heckler & Koch HK416D
In the opening live-action title sequence, Chains wields an airsoft Heckler & Koch HK416D rifle.
M18A1 Claymore
The motel overrun by Russian mobsters in the "Hotline Miami" job has M18A1 Claymore booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.