Discord-logo.jpg Join our Discord!
If you have been locked out of your account you can request a password reset here.

Hot Dogs, Horseshoes & Hand Grenades/Rifles & Carbines

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 05:07, 13 August 2019 by Pyr0m4n14c (talk | contribs) (→‎Mauser Karabiner 98 Kurz: Almost forgot about this little tidbit.)
Jump to navigation Jump to search

Rifles, Carbines, & Battle Rifles

Armalite AR-10

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

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

Bendix-Hyde 2nd Model Light Rifle

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

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

Beretta Cx4 Storm

The Beretta Cx4 Storm semi-auto carbine is available in-game, added in Update #20; it was, until the release of Update #52, permanently fitted with a foregrip. It is correctly capable of sharing magazines with the Px4 Storm added in the same update, as well as the M9A1 added earlier and the Mx4 Storm added later.

Beretta Cx4 Storm - 9x19mm Parabellum
A Cx4 Storm rests on a table. Not much else to say here.
Loading a magazine into the carbine.
His weapon loaded, Hick-not45 proceeds down range with his Cx4, determined to get a hit on the gong.
He then remembers to pull the charging handle.
Firing the Cx4; the bullet trails demonstrate one of H3's interesting mechanics: the ballistics system. The system assigns a material to every object in the game, and has rounds react accordingly; in this case, the FMJ 9x19mm rounds pierce through this wooden post, and are redirected this way and that in the process.
A close-up shot of the Cx4's foregrip; not only did Update #52 remove this, but it also removed the rail system it's attached to.
With that, Hick-not45 sets the carbine back on the table, and moves on.
Examining (and cocking) the updated Cx4, in a far more demure setting. The main alteration caused by this update was the removal of both the foregrip and the rail system it was attached to...
...though the item spawner evidently hasn't gotten the memo.
The sights of the Cx4. These didn't change or anything, we just thought that you'd like to see them.

Brügger & Thomet APC45 Carbine

Update #61 added a pair of Brügger & Thomet APC-series pistol-caliber carbines, one of which is an APC45. This is possibly the APC45's first known appearance in any form of media.

Brügger & Thomet APC45 Carbine - .45 ACP
Brügger & Thomet APC9 SMG - 9x19mm Parabellum. Image provided to show the collapsible stock seen on the in-game APC45.
Loading a magazine into the APC45...
...and pulling the charging handle.
Examining the carbine; note the 2-position fire selector.
The other side, giving a good view of the collapsible stock. While not as commonly seen on the carbines, the collapsible stock is interchangeable with the side-folder, so such a configuration is entirely possible.
Attaching a red-dot sight, in an attempt to appease the benevolent gods of reference images.
Plus it makes aiming easier.
Firing off a round.
Collapsing the stock...
...which fits nice and flush against the back of the receiver.
Doing this allows the APC45 to be used as a pseudo-pistol.
Note the word choice: it allows the APC45 to be used as a pseudo-pistol. It does not make doing so easy.

Brügger & Thomet APC9 Carbine

To compliment the APC45, Update #61 added the more commonly-seen Brügger & Thomet APC9, also in semi-auto carbine form.

Brügger & Thomet APC9 Carbine - 9x19mm Parabellum
Brügger & Thomet APC9 SMG - 9x19mm Parabellum. As above, image provided to show the collapsible stock seen on the in-game APC9.
The left side of the carbine...
...and the right side. Without the magazine, the APC9 is nearly indistinguishable from the .45 version.
Bringing the magazine into the equation makes the difference relatively clear. These 32-round magazines are interchangeable with those of the Brügger & Thomet MP9, which makes sense, considering that they're made by the same company.
Giving the reciprocating charging handle a nice, solid tug.
Fiddling with the collapsible stock.
Flipping up the front sight...
...and the rear one.
The APC9's selector switch; the civilian carbine versions have only safe and semi-auto positions, while the SMG variants have a 3rd full-auto position around the 8 o'clock position relative to the pivot, denoted by 3 red dots (see the 2nd reference image).
The aforementioned semi-auto position.
A view through the carbine's flip-up irons.
Another view of the same, this time just after firing.

Bushmaster ACR

Added in Update #58, the Bushmaster ACR is, unusually for a video game, correctly treated as a civilian semi-auto rifle, rather than the select-fire assault rifle that most games depict it as.

Bushmaster ACR - 5.56x45mm NATO
In an act of defiance against the reference image, our invisible operator loads his ACR with a 30-round USGI-pattern metal STANAG, rather than the picture's PMAG.
Plus, at the time these shots were taken, the game didn't have any PMAGs yet.
Well, making do is all we can.
Pulling the charging handle; interestingly enough, H3's ACR has its reversible charging handle set on the right side, in an ideal position for a left-handed user.
Taking a close look at the fire selector...
...which has two - count 'em! - settings: safe, and semi-auto.
It also has zero - count 'em! - sights by default.
Once again, there's nothing to do but make do.

Carcano M91

On the ninth day of the 2018 Meatmas event, a Carcano M91 was added. It is (understandably) the first weapon in the game to use the 6.5x52mm Carcano round, and only the second to use en-bloc clips (the first being the earlier-added M1 Garand, which uses a slightly different system).

Carcano M91 - 6.5x52mm Carcano
A Carcano in its box.
Admiring the rifle. Or, at least, attempting to; being over 50 inches (127 cm) long, the Carcano rarely actually fits in frame.
Opening up the action...
...which, unfortunately, doesn't make the rifle any shorter.
Loading in a 6-round en-bloc clip. Unlike the M1's staggered-column clips, these are based on the original Austro-Hungarian Mannlicher system (or, rather, the improved bi-directional German version developed with the Gewehr 1888), and, as such, are single-stacked.
Another aspect of the Mannlicher system is this mysterious hole. Wonder what it could be for...
Deciding to just ignore it, and chambering a round.
Aiming; the M91's sights are a bit small and hard to see, as was common at the time of its adoption. Which was quite a long time ago, as both the rifle's designation and poor condition make apparent. The two world wars it's been through probably haven't helped.
Working the action, and ejecting a spent casing. At full size, this image also shows off some of the markings on the flat-sided portion of the barrel.
Ejecting the second-to-last spent case...
...and chambering the last live round, while simultaneously revealing the purpose of the hole in the bottom of the magazine: clip ejection. Another feature incongruous with the better-known Garand, rather than ejecting clips out the top when the last round is fired, the Carcano's clips simply fall out the bottom when the last round is chambered.

CMMG Banshee SBR

Added in the 4th alpha build of Update #70, the "Phantom 9" pistol-caliber carbine is a CMMG MkGs Banshee SBR in 9x19mm. This is quite possibly the first appearance of any of CMMG's Banshee line in any form of media.

File:Banshee SBR 9mm.jpg
CMMG MkGs Banshee SBR with Magpul RVG foregrip - 9x19mm Parabellum
Loading the Banshee SBR with a 15-round Glock 19 magazine; the "G" in "MkGs" presumably stands for "Glock", since they all take Glock magazines.
Flipping it over...
...and racking the charging handle.
Pausing for a moment to admire the Banshee. The matte-gray finish is an interesting choice, wouldn't you say?
Toying with the adjustable stock; this is CMMG's proprietary RipStock, standard on the SBR-pattern Banshees.
Trying to aim, before immediately discovering that the Banshee doesn't come with any sights by default, which is at least in line with how the carbines are shipped from the factory.
Popping off a few rounds in spite of this.
Of course, if 15 rounds is good, then 33 must be better, right?
Following this sound logic, and firing some more rounds, in the ever-cool-but-impractical diagonal-firing stance. Of course, without any sights (or, for that matter, any particular target), it's a bit of a moot point.

Custom AR-15

Update #59's ninth alpha added a custom AR-15 carbine, with a short barrel and PDW-type collapsible stock. Being a civilian rifle, it fires exclusively in semi-auto. Update #61 added another custom AR, this one a full-length rifle, known as the "Bubba-15".

North Eastern Arms NEA-15 PDW - 5.56x45mm NATO. Similar (though not identical) to the rifle in-game.
Admiring the AR. 200 extra dollars and 9+ months of waiting well spent.
Loading in a 10-round magazine, for legality's sake, before irritatedly remembering that most states with magazine capacity restrictions have a total moratorium on SBRs anyway (SBR standing for Short-Barreled Rifle, a term used in the context of US firearms laws to refer to any firearm with a stock and a rifled barrel shorter than 16 in (40.6 cm), or a front-to-back overall length under 26 in (66 cm); under the National Firearms Act of 1934, these require registration with the Bureau of Alcohol, Tobacco, Firearms, and Explosives, with a $200.00 fee, though some states simply prohibit them outright).
"Well, if they're going to come for my dogs, they're going to have to go through me first."
"That might be a problem."
Alleviating the aforementioned problem, by attaching an Aimpoint red-dot sight.
Aiming...
WE ARE EXPERIENCING TECHNICAL DIFFICULTIES; PLEASE STAND BY.
...and firing.
Remembering that funny little thing called "eye relief" exists, our heroic dog-defender extends his rifle's stock.
There we go, much better.
Firing again, this time without any risk of objective lens-related eye injuries.
Dumping out the empty magazine. 10 rounds lasts longer than you might think, but not as long as you'd like it to.

"Bubba-15"

Attempting to stick a magazine into the trigger guard; Bubba isn't known for his hand-eye coordination. After all, he only has one of the latter and one and half of the former.
Still, depth perception isn't needed for drooling over a bronze-coated bolt carrier.
Or any of the rifle's other aftermarket components, for that matter.
Getting back to standard Bubba business, and pulling the charging handle.
Flipping the selector, from "Safe"...
...to "this is still a civilian rifle, what'd you think its fire modes would be".
Extending the stock.
Attempting to aim...
...before remembering that, of course, no expensive rifle is complete without an expensive optic.
There, much better!
Firing the rifle.

CZ 858

The last of Update #59's SA vz. 58 variants is a synthetic-stocked CZ 858 civilian sporter rifle.

CZ 858 with polymer furniture - 7.62x39mm
Looking over the CZ 858.
The rifle's other side. As one might expect, it's more or less the same as the standard vz. 58 from an aesthetic perspective, barring the fire selector and furnishings.
Loading a 10-round magazine into the 858. While thematically appropriate, the 10-rounder isn't the only available option; standard 30-rounders work just fine.
Pulling back the charging handle.
Aiming the rifle... poorly.
Firing the rifle in spite of this fact, with groupings to match.
While there aren't many perks to using a 10-round magazine on a rifle such as this, one among them is the ability to fully top it off with a single stripper clip.
Letting the bolt slam back into battery.

DRD Tactical Paratus P762

Update #58's collection of modern firearms included a DRD Tactical Paratus P762, a Gen 2 model to be exact.

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

FightLite Raider

The FightLite Raider, a civilian semi-auto AR-15 "pistol" (i.e. legally considered a pistol by US gun laws, but not really a pistol from a technical or logical standpoint) based on Ares' traditionally-stocked SCR lower, makes its media debut in H3's 58th update.

FightLite Raider - 5.56x45mm NATO
Taking a look at the downright bizarre concept that is the Raider.
The right side, which is just as strange as the left.
Loading in a 10-round magazine, for maximum legal compliance.
Pulling back the charging handle; as with the game's other AR variants, the dust cover correctly pops open.
"Aiming"; the top rail can be used to mount irons or optics, but doesn't come with any by default, not that a stockless rifle with the ergonomics of a flintlock pistol is something that one expects terribly good accuracy out of, anyway.
Firing the Raider. Being a short-barreled rifle in every sense except that of the law, the Raider produces a suitably impressive muzzle flash; however, this isn't exactly something that can be captured well in a still frame.
Removing the now-empty magazine; while these drop free from most AR-pattern rifles, the Raider's grip is too far back for the magazine release to be accessible with the firing hand, so the magazine has to be removed manually.
Furthermore, while the bolt does lock back, the Raider doesn't actually have a bolt release.
As such, the bolt must instead be returned to battery with a quick tug of the charging handle.
As if the whole situation wasn't strange enough already, the Raider in-game is compatible with all of the stocks that can be attached to actual handguns, allowing for the creation of odd-looking carbines like this.

FN FAL

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

FN FAL "G-Series" - 7.62x51mm NATO
The right side of the Right Arm of the Free World...
...and the left side.
Loading in a 30-round magazine, of the type more commonly associated with the FAL's support weapon variants, such as the FALO and C2A1. 10- and 20-round magazines are available as well.
Pulling the charging handle.
Flipping the selector off of "S"...
...and onto "R".
Peering through the FAL's distinctive aperture sights.
Firing off a shot.
Remembering something about the FAL that many games tend to forget: the selector has a third position, "A".
"A" for "Awesome". Presumably.
On an unrelated note, Update #76's 1st alpha build added jiggle bones and grip-points to various weapons' carrying handles, the 3 FAL variants included.
FN FAL 50.61 - 7.62x51mm NATO
Loading a standard twenty-round magazine into the side-folding FAL.
Pulling back the charging handle; the presence of a standard round handle instead of a folding one pins this particular paratrooper FAL as a 50.61, with the later 50.62, 50.63, and 50.64 all having folding charging handles.
Blasting away in full-auto...
...before remembering that the stock is kind of important for actually hitting anything.
However, this does come at the cost of it being harder to fit into frame.
The other side of the rifle. Note the short, military-pattern ported muzzle brake, as opposed to the long flash hider of the prior-added "G-Series" model.
Oh, and y'know what else is helpful for accuracy?
The conveniently-placed folding bipod.
Aiming; the sights are more or less the same between models.
Firing off a burst. Hey, we said that the stock and bipod help with landing shots, not that they make it easy.
FN FAL 50.00 - 7.62x51mm NATO
"So, I know that some of you might still be on the fence about buying, but I think this next one's gonna seal the deal for ya. Ready? An FAL... with RAILS."
"Crazy, I know, right? So many possibilities - you can put attachments on it!"
"You can distort the laws of time with it!"
"You can fire it!"
"And you can even run out of ammo with it! All for the low, low price of just 5,406 payments of $99.95! Order now, and we'll even throw in a half-eaten box of Cheez-Its! Call now at 1-800-762-NATO, and get yours today!"

FN SCAR-H

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

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

Heckler & Koch G3A3

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

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

Heckler & Koch MP5SFA2

Interestingly, Update #63's collection of Heckler & Koch MP5 variants included the MP5SFA2, a variant of the MP5A2 with a 2-position safe-semi fire selector, developed for police use.

Heckler & Koch MP5SFA2 - 9x19mm Parabellum
Examining the MP5SFA2. Like an MP5A2, but, y'know, SF.
Loading in a standard 30-round magazine.
Pulling back the charging handle.
This is followed by a quick brass check. Just to be sure.
Taking a look at the lower, and flipping the selector switch from the first of its 2 positions...
...to the second. Apparently the selector also doubles as a lightswitch.
Checking to make sure that the safety's still off on this side, too.
Lining up the irons...
...and laying down the law, one round at a time.

Heckler & Koch MP5SFA3

Complimenting the MP5SFA2, the MP5SFA3 (a semi-auto police version of the Heckler & Koch MP5A3) was also added in Update #63.

Heckler & Koch MP5SFA3 - 9x19mm Parabellum
Examining the MP5SFA3. Like the MP5SFA2, but, well, A3.
Once more, same as before, loading in a 30-round curved magazine.
Flipping the carbine over...
...extending the stock...
...and disengaging the safety.
Giving the charging handle a quick tug, while observing a target that probably should've been cleared a couple hundred rounds ago.
Attempting to line up the sights, and...
..."Bah, to hell with it."

HK51

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

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

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

IMI Galil ARM (7.62x51mm)

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

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

Lee-Enfield No.4 Mk.I

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

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

Luger Carbine

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

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

M14

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

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

M14 DMR

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

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

M1 Carbine

Update #48 added the M1 Carbine. It is a late-war/post-war model (with a bayonet lug and adjustable aperture sights), and can accept either 15-round or 30-round magazines of .30 Carbine. Update #51 made a variant with a permanently-attached M84 scope available as well; Update #52 replaced this with an attachable version of the scope.

M1 Carbine (late-war/post-war) - .30 Carbine
"Wait, where does this thing go again?"
"Oh, okay. Yeah, that makes sense."
Admiring the M1 Carbine.
The Carbine's sights. They're a bit small, but quite usable.
With the release of Update #76's 1st alpha, the late-war bayonet lug became more than just an aesthetic feature, allowing for the attachment of an M4 bayonet (also compatible with the M2 below, for obvious reasons).

M1 Garand

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

M1 Garand - .30-06 Springfield
An M1 Garand lying on a table, with an en-bloc clip next to it. The red beam coming from the controller is a grab-laser; the red color indicates that it is pointed at something that isn't grabbable, like, in this case, the table.
Admiring the left side of the Garand...
...and the right.
Pulling back the Garand's bolt, which is correctly depicted as rotating.
Locking open the M1's action. Initially, this required a manual action, similar to some of the game's other firearms with manual bolt hold-opens; this was later corrected to reflect how the M1 simply locks open on its magazine follower whenever it isn't loaded.
Loading an en-bloc clip into the M1. Due to engine limitations, the angle that the game allows for this action to be performed at is, shall we say, generous.
Taking a look at the rifle's distinctive safety switch, located inside the trigger guard.
Turning the safety off, with a satisfying *click*.
Aiming the M1; the aperture sights are simple, clean, and easy to read.
Letting some .30-06 rounds fly.
Of course, what is a Garand without the "PING"?
Far less famous, however is this little doohickey.
Said doohickey is a unique non-magnified optic that replaces the Garand's rear iron sight, based on a rare prototype optic seen in this Forgotten Weapons article.
Considering how said optic has a very narrow tube, and a reticle consisting of a single thin post that's just barely visible in this shot, it's not exactly surprising that it wasn't adopted.
The M1 Garand fitted with its Update-#76-Alpha-1-added bayonet, which is also designated the M1. As were far, far too many other things during this period.

M1D Garand

Update #51 brought along the M1D variant, fitted with an M84 scope. It was later removed in Update #52, with its replacement being an attachable version of the M84 scope for the M1.

M1D Garand - .30-06 Springfield. Note the M37 slotted flash hider; the one in-game has the earlier conical variant.
A side-on view of the M1D Garand. Note that the safety is currently on, as is standard for freshly-spawned weapons in H3.
The opposite side of the M1D, which shows how the scope doesn't seem to be properly attached to the rifle's barrel.
Looking through the M84 scope, which has a rather distinctive one-and-a-half-line reticle.
The M1D's scope is mounted off to the left side of the rifle to allow for the loading and ejection of en-bloc clips; one of the side effects of this is the ability to use the rifle's iron sights, as shown here.
Leaning the rifle against a wall, which gives a good view of the distinctive early-pattern conical flash hider.
Using a scoped M1 Garand (note the lack of a flash hider) to demonstrate a couple of later-added features; namely, the ability to load the rifle with loose rounds while an en-bloc clip is inserted...
...and the ability to eject a non-empty clip using the clip release.
Also of note is the fact that the attachable M84 and the aforementioned prototype optic are not mutually-exclusive, and can both be mounted onto the same rifle simultaneously.
Though, as the former's model includes a standard rear sight that overlaps the latter's reticle, doing so is only recommended for those who're unhappy about having functional eyes.

M2 Carbine

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

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

M1903 Springfield

Update #52's 10th alpha build added a transitional-variant M1903 Springfield rifle to H3.

Screenshots courtesy of Reddit user Shubishu.

M1903 Springfield (interwar transitional) - .30-06 Springfield
An M1903 Springfield and a 5-round stripper clip on a table, inside the Sniper Range. Competition-oriented rifle or not, iron-sight sniping is a daunting task.
Examining the Springfield. The barrel-mounted rear sight, straight-wristed stock, and lack of grasping grooves in the forend peg this rifle as a somewhat more seldom-seen transitional model, manufactured between the WWI-era original and Mark I variants, and the later M1903A1.
The other side. Note the interesting pattern of the stock's wood grain; this mis-matching could possibly indicate that the rifle was repaired at some point in its lifetime, possibly a personal restoration of a sporterized surplus rifle to its former glory.
Opening up the action.
Then, in a surprise plot-twist, the stripper clip that showed up a few screenshots ago turns out to be incredibly important to the central plot! This shocking twist surprised... absolutely nobody.
Disengaging the Mauser-type flag safety, common to rifles of the era. It especially makes sense on the Springfield, since it is, for all intents and purposes, a Mauser-pattern rifle.
Aiming the M1903; being designed in substantial part for long-range competition target shooting, the M1903's sights are small and precise. This is nice and all for long-range shooting, but can be a bit tricky to use for closer, faster shots.
Putting an end to the squint-fest of aiming by firing off a shot; note that the striker, previously off of the bottom of the shot, is now in full, plain view.
Observing the damage done to the targeted watermelon whilst cycling the rifle, preparing for another.

M1903A1 Springfield

The release of Update #76's first alpha replaced the aforementioned transitional M1903 with a later M1903A1 Springfield, complete with an attachable Unertl scope.

M1903A1 Springfield - .30-06 Springfield
M1903A1 Springfield with 7.8x Unertl scope - .30-06 Springfield
Affixing the rifle's proprietary Unertl scope...
...which stretches across the entire receiver, and most of the handguard to boot.
The rifle's other side, showing off the bolt handle and receiver.
Opening the bolt; being a later-pattern Mauser-type design, the M1903 cocks its striker when the action is opened.
As is common for scoped rifles of the era, the M1903A1's scope blocks the stripper clip guide, forcing the user to single-load.
Sending a .30-06 round into the chamber.
Aiming at a Sosig; even with the aim-steadying Virtual Stock system, the Unertl scope's combination of a small objective lens and a high magnification (7.8x) makes target acquisition rather difficult, as the black area at the top of the scope demonstrates.
This also means that, upon firing, the rifle's vertical recoil upsets the sight picture entirely, making it difficult to tell whether or not a shot has hit its mark.
To top it all off, the position of the optic over the action tends result in cases going straight into the scope tube, as seen here.

M1941 Johnson

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

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

MAS-49/56

The MAS-49/56 is one of the available firearms in-game, added in the first Meatmas update. Upon its addition, it was chambered in 7.62x51mm NATO (a non-factory chambering, but a common (if unethical) practice among many civilian owners); Update #42 changed this to the appropriate 7.5x54mm French, and gave it the ability to use 5-round stripper clips. Added with the rifle was an APX L806 3.85-power scope, unique to the MAS.

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

Mauser Karabiner 98 Kurz

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

Mauser Karabiner 98k - 7.92x57mm Mauser
A clear look at (most of) the K98k. Note the earlier-pattern stock nosecap and cleaning rod, showing that this is an earlier-pattern rifle, and not the later "Kriegsmodell".
The other side of the rifle, with the bolt open.
Loading the rifle with a 5-round stripper clip.
Chambering a 7.92mm round.
Aiming the rifle...
...and remembering to turn off the safety. The color of the target is conspiring with the picture's resolution to make the front sight hood virtually invisible.
Ejecting a spent case. One down, 4 more to go.
Mauser Karabiner 98k with Zeiss ZF42 scope - 7.92x57mm Mauser
Update #76's 1st alpha build added a scope for the Karabiner (specifically, a Zeiss ZF42), another long-awaited addition.
Unfortunately, the centerline placement of the scope makes the use of stripper clips all but entirely impossible; as seen here, they don't physically fit between the scope tube and the receiver.
As such, the only way to load the scoped 98k is one round at a time.
Plugging a Sosig in the noggin; this shows off the scope's 3-line reticle, common for scopes of the era. Note the hole in the scope mount; this allows the iron sights to be used with a scope mounted (though the resultant sight picture is somewhat cramped, as one might expect).

Mauser M1917 Trench Carbine

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

Mauser M1917 Trench Carbine - 9x19mm Parabellum
Mauser C96 Carbine (slab-sided) - 7.63x25mm Mauser. For reference.
Examining the Trench Carbine. Note the distinctive slab-sided lower frame, and that the magazine well is thinned down to the point of being flush with the receiver, presumably so that the thinner 7.63mm magazines can fit in. Also note the in-game extended barrel compared to the reference image.
Loading in a 10-round magazine. Due to the incorrect chambering, these are interchangeable with the M712 Schnellfeuer and the "Mauser Assault Carbine", and come in 10-, 20-, 30-, and 40-round varieties.
Pulling back the bolt.
Taking aim at a bullseye through the M1917's iron sights.
Firing a shot; as one would expect from a pistol-caliber carbine, this doesn't produce much recoil.

Mosin-Nagant M1891

The first alpha build of Update #76 brough along some new Mosin-Nagant variants, one of which being an original M1891 long rifle.

Mosin-Nagant M1891 - 7.62x54mmR
Admiring the M1891 Mosin. It's in somewhat rough shape, sure, but what can you expect out of a rifle that's lasted well over a century?
A close-up of the rifle's other side; here, the older-styled rear sight can be seen, as well as the serial number on the bolt.

Mosin-Nagant M38 Carbine

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

Mosin-Nagant M38 Carbine - 7.62x54mmR
Opening a loot crate in Take & Hold mode reveals a Mosin, and a 5-round stripper clip. With the exception of some bugged instances, weapons in Take & Hold generally spawn with some form of appropriate ammunition. Granted, "appropriate" ammunition does include things such as 5-round magazines for assault rifles, and shotguns with confetti-filled shells.
Opening the Mosin's action.
Loading the rifle up with 7.62x54mmR rounds, with the aid of the aforementioned stripper clip.
Chambering the first of the rifle's 5 rounds, and heading off to battle.
Sighting up a Weinerbot.
The threat to the motherland dealt with appropriately, our invisible Red Army soldier (or possibly /k/ommando) cycles his rifle, and ejects a spent casing.
Following the discovery that Weinerbots don't terribly like it when you try to take their points, our protagonist finds himself face-to-face with a bot that clearly doesn't understand the meaning of the phrase "personal space", and decides to teach him a copper-jacketed lesson.
On a different note, Update #76's 1st alpha build gave the M38 a new, somewhat more worn-looking texture, complete with some rather nice (and appropriate) brass fittings.

Mosin-Nagant "Obrez"

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

Mosin-Nagant "Obrez" with Pistol Grip - 7.62x54mm R.
Well, it might be snowy, but at least it's not Stalingrad.
Probably.
The absence of a stock shows off something interesting about the in-game Obrez:
The trigger group is fully-functional, and all its parts move when the trigger is pulled.
Opening up the truncated Mosin's action...
...loading in a 5-round stripper clip...
...and sending the 1st of those rounds into the chamber, which constitutes more or less the entire barrel at this point.
"Aiming"; of course, considering the fact that both the front and rear sights are mounted on the now-near-nonexistent barrel, this is more a formality than anything else.
Ejecting a spent casing from the Obrez.
A little bit of this...
...and a little bit of that...
When Lovecraft spoke of something so innately wrong that it could drive men to insanity just by looking at it, one has to wonder if this is what he was referring to.

Quackenbush 1886

Update #56, AKA the 2018 4th of July Update, included an 1886 Quackenbush "Bicycle Pump" single-shot .22 rifle. Along with the Ruger 10/22 below, the Quackenbush marked the first addition of a firearm chambered in .22 Long Rifle since the addition of the Ruger Mk III back in Update #5.

Quackenbush 1886 "Bicycle Pump" rifle - .22 LR
The Quackenbush. Yes, that's its real name.
Opening up the Quackenbush's side-pivoting breechblock.
Loading in a .22 Long Rifle round; the red tip pegs it as a tracer.
Flipping over the now-closed Quackenbush...
...and cocking the striker.
Lining up the simple notch-and-blade sights of the Quackenbush. That's just fun to say. Quackenbush, Quackenbush, Quackenbush...

Remington Model 8

Update #42 added a Remington Model 8 in .35 Remington, fitted with a rear tang-mounted peep sight. Notably, it is able to make use of stripper clips, which were added in this update. Update #46 added a short-barreled variant, which was then removed in Update #52 due to the inherent issues with cutting down the barrel of a long-recoil-operated rifle.

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

Remington Model 81 Special Police

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

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

Rossi Rio Grande

Update #75 added two variants of the Rossi Rio Grande lever-action rifle to H3, both of which are chambered in .45-70; this fulfilled a long-standing community desire for a lever-action in the cartridge. Both are known in-game as the "Rio Big-Bore", with the non-suffixed version having synthetic furniture, a receiver-mounted scope rail (a Rossi factory option), and a custom lever, while the wood-furnished "Salvaged" variant is a "Mare's Leg"-esque configuration, with an extended lever loop (another factory option), and a shortened stock, barrel, and magazine tube.

Rossi Rio Grande with extended lever loop and scope rail - .45-70 Government
Inspecting the tacticooled Rio Grande. On top of the pre-added modifications, this one's been fitted with a laser sight, a Trijicon MRO on a riser...
...and, as is visible here, a cloth-shrouded suppressor.
Opening up the action, while responsibly keeping the rifle pointed downrange.
Loading a single .45-70 round into the ejection port.
And a few more in the magazine tube.
Aiming through the attached MRO.
Working the action, and ejecting a spent case. As cool-looking as the brass-knuckle lever is, it's probably not all that comfortable. Especially for those with large hands.
The shortened variant. Looking at this image, it should be pretty obvious where it got the name "Salvaged".
The abused rifle's other side, which shows off what seems to have been a rather poor attempt at applying stock checkering.
Loading a few .45-70 tracers into the Rossi's magazine tube.
Lining up the simple notch-and-post irons...
...and letting a round fly. The next few frames consist of the wielder getting a serious case of Nosehammer Syndrome.
Cycling the truncated Rio.

Ruger 10/22

Update #56 (released July 4, 2018) added a synthetic-stocked Ruger 10/22. Along with the aforementioned Quackenbush, the 10/22 was the first .22 Long Rifle-chambered firearm in H3 since Update #5's Ruger Mk III.

Ruger 10/22 - .22 LR
Examining the 10/22. The brightly-polished finish provides an interesting contrast with the matte black polymer stock.
The rifle's other side. Note the line on the forestock; this denotes the rifle as a takedown (i.e. capable of being split in half for easy transport) model.
Loading in a 10-round rotary magazine.
Pulling back the charging handle.
Lining up the sights.
Plinking the target with a few .22 rounds.
"Sure, 10-rounders are fun and all, but I could really go for something with just a little more...
...dakka."
Perforating the target with the aid of 25 .22 tracers.

Sako 85

A .308 Winchester-chambered Sako 85 is one of the available firearms in-game, added in Update #13. Rounding out the update's collection of shortened firearms, Update #46 brought us an Obrez-esque sawn-off Sako.

Sako 85 Hunter - .308 Winchester
A Sako 85 sitting on a table. Considering the presence of a grab-laser, it's not likely to stay there for long.
And indeed it doesn't, as evidenced by this close-up shot.
The Sako with its action open; since the magazine is detachable, removing just leaves a gaping hole underneath the bolt.
As with most of H3's firearms, the Sako can be chamberloaded. Note that the round has a struck primer.
Doing so would (at the time of this screenshot) place the round into the chamber directly; Update #52 changed this to instead affix it to the bolt. Both are entirely feasible.
Aiming; the Sako 85's notch-and-post sights are serviceable, if a bit small.
Of course, if single-loading isn't fast enough for you, there is another way...
...that way being H3VR's patent-pending Speed-Shooting Technique! Guaranteed to double your fire rate and your group size! Order now! (Rifle sold separately).
Having successfully hit the gong, Hick-not45 attaches a scope to his Sako so he can hit that red plate over there.
Of course, you can't hit a plate without something to hit it with.
So, seeking to fix this, Hick-not45 opens up his Sako...
...and chambers a round.
Taking aim at the plate.
Realizing just how far away "over there" is, Hick-not45 decides to adjust his scope's magnification. This scope was introduced with the rifle; it is a 3-12x variable-power scope, supposedly made by "Ziel" (according to the markings).
There, much better.
Having made his hit, Mr. 45 celebrates by ejecting a spent casing.
Meanwhile, back in the indoor range, something very bizarre appears to have happened to the Sako.
Said something seems to have been a severe curtailing of the Sako's, well... existence, really.
Fortunately, the action still seems intact.
And if the action's still in one piece, then the gun works.

SKS

The SKS is one of the available firearms in-game (added through Update #18), and is fitted with a Tapco stock and converted to use 20-round detachable magazines. With the release of Update #42, it was granted the ability to use 10-round stripper clips. Update #54 added a classic, non-Bubba'd variant of the rifle, much to the relief of milsurp purists everywhere; the addition of bayonets in the 1st alpha build of Update #76 gave the latter variant its integrated folding bayonet, bringing yet further applause.

SKS with aftermarket Tapco Intrafuse Stock System furniture - 7.62x39mm
Examining the SKS. The bayonet was sacrificed to the benign Tapco gods in the sky; may they spare our milsurps the same fate.
A more clear look at the rifle, which shows that it, unlike the reference image, has a solid polymer stock. Said stock is a different color than the rest of the rifle. The Tapco gods work in mysterious ways.
A closeup of one of the rifle's detachable 20-round magazines.
Loading in the aforementioned magazine.
Chambering a 7.62x39mm round.
Making an effort to line up the sights...
...and letting a round fly.
Rather amusingly, ejected casings from the SKS go straight up, and fall straight back down, often directly onto the rifle itself, as seen here.
Doing something with the rifle it was actually intended to do, and reloading with a 10-round stripper clip.
SKS - 7.62x39mm
At long last, a classic, vanilla SKS for all of us to enjoy.
Some might say that vanilla is bland, but at least it tastes better than plastic.
Locking open the rifle's bolt...
...pushing 10 rounds out of a stripper clip...
...and letting the bolt slam into battery.
Lining up the sights.
Taking a few potshots at the target.
The updated SKS, folded bayonet and all. It can actually be used to slash enemies in this state...
...though, as with many things, it's more useful when pointed away from the user.

Springfield Armory M1A SOCOM 16

Update #58 added a SOCOM 16 rifle, with a tan-finished synthetic stock. Like the real weapon (and unlike the game's other M14 variants, presently included or otherwise), it fires exclusively in semi-auto.

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

Thompson Carbine

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

Experimental Thompson "Light Rifle" Carbine - .30 Carbine
Loading a magazine into the Thompson, at an angle that is unlikely to result in anything good.
What a beautiful reject. Well, one man's trash is another man's inordinately heavy treasure.
Pulling back the charging handle.
Flipping the safety to "FIRE"...
...and the selector to "FULL AUTO".
Firing the Thompson Carbine. With a high rate of fire and a 20-round magazine, it runs out of ammo pretty quickly.
Giving the irons a try. Unlike the M1928 in-game, the Carbine's rear sight has its aperture flipped up.
Lighting up a Sosig...
...before performing what is quite possibly the world's single most inadvisable brass check.

Tokarev SVT-40

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

SVT-40 - 7.62x54mmR
The SVT-40, lying empty on a table.
Loading in a magazine.
Lining up the SVT's somewhat small iron sights.
Interestingly, the SVT can also use stripper clips; this resulted in the rather bizarre addition of Mosin-Nagant stripper clips prior to the addition of an actual Mosin-Nagant.
Attaching a PU scope to the SVT-40. Please pay no mind to the fact that it was already attached in one of the earlier screenshots.
Looking through the PU scope, which has a relatively simple reticle. The thick, bold lines are nice for acquisition, but can be a bit obtrusive.
Brandishing a bayonetted Tokarev against the Council of Spheres, suspicious of their plans.

Winchester Model 1873

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

Winchester Model 1873 "Trapper" Carbine (Uberti reproduction) - .44-40 Winchester
The two Winchesters, lying on a table.
Examining the carbine.
Loading in some rounds. Visible here is the game's round-palming mechanic; one can pick up multiple of the same type of round in one hand, which creates this orderly, self-advancing stack of cartridges.
Chambering the first round in the 1873, upside-down.
Taking aim at a clay pot, which gives a view of the rifle's buckhorn sights.
Shattering a decanter. Note the red streak to the right of the destroyed hooch-holder; this is a tracer round flying through the air. Tracer rounds are available for nearly all calibers in H3.
Working the rifle's action, ejecting a spent case and moving on to continue the glassacre.
Winchester Model 1873 Short Rifle - .44-40 Winchester
Examining the longer version of the rifle...
Screen-used Winchester Model 1873 "Mare's Leg" with octagonal barrel, extended lever loop, and case-hardened receiver, used in the movie Wild Wild West.
...and the shorter one, in a different place and a different time.
Loading the cut-off 1873; note that the loading gate is correctly shown as a separate, moving part.
"So, when you say that you're part of a gang, do you mean, like, an inner-city street gang, or, like, a stagecoach-robbing bandit gang?"
"Yes."
After this brief discussion comes the grand levergun tradition of breaking all your fingers - now, like the prior shooting, at a frankly absurd-looking angle.

Winchester Model 1894

The 2018 4th of July Update (Update #56) added the quintessentially American Winchester Model 1894. It has a 10-round capacity, and is chambered in .44 Magnum (one of the numerous cartridges that the 1894 has been offered in).

Winchester Model 1894 - .44 Magnum
Admiring the Winchester's receiver. A thing of true beauty, that's for sure.
A look at the rifle's other side, which also shows off more of the stock and barrel.
A close-up of the barrel, which shows off the rather detailed (and, interestingly enough, entirely un-obfuscated) markings; these read "WINCHESTER MODEL 94AE CAL. 44 REM. MAG" on the first line, and "TRADEMARK RED.U.S.PAT.OFF & PEN." on the second. The "AE" suffix in the model name is short for "Angle Ejecting"; this denotes that the rifle ejects upwards at an angle (rather than straight up), to allow for the use of a center-mounted scope.
Loading in some .44 Magnum rounds.
Chambering one of the aforementioned rounds. Note the pivoting baseplate of the receiver; this feature distinguishes the 1894 from the earlier Model 1892, which was more or less externally identical, but used shorter, smaller rounds; the pivoting baseplate was John Browning's solution to the issue of getting enough action travel distance to chamber and eject longer, larger rounds while maintaining the same receiver dimensions as the 1892.
Taking aim...
...and firing a shot, which somehow generates enough force to cause the user's controller outlines to spontaneously appear.
Deciding to just roll with it, USER_k0wboi ejects a spent case, and readies another round.
He then demonstrates something else interesting; y'know that whole "flip-cocking" thing that people do with cut-down lever-actions?
It works with full-length ones, too.

Winchester Model 70

A pre-1964 Winchester Model 70 chambered in .30-06 was added in Update #52.

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

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


Do Not Sell My Personal Information