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Hot Dogs, Horseshoes & Hand Grenades/Submachine Guns

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

AEK-919K “Kashtan”

The AEK-919K “Kashtan” is one of the available firearms in-game; it was added in the 1st Meatmas update, during the third week.

AEK-919K “Kashtan” - 9x18mm Makarov
A good look at the AEK-919K, fairly detailed for a rare submachine gun.
Loading in a magazine...
...before looking at the AEK's other side.
Extending the stock. Yes, that is as far as it goes.
Pulling the charging handle.
Taking aim...
...and spitting out a burst of 9x18mm Makarov rounds.

Beretta Model 38A

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

Beretta Model 38A - 9x19mm Parabellum
Inspecting the left side of the Model 38A...
...and the right side. Note the dual triggers; on the real weapon, these control the firing mode (i.e. pulling one results in semi-auto, and pulling the other results in full-auto), but this isn't currently simulated in-game, the reason being that VR controllers don't have dual triggers.
Loading in a 30-round magazine; 10- and 20-round varieties are also available.
Pulling back the charging handle, which opens up a small window through which the table can be seen.
"Huh, guess I'd better turn off the safety..."
"Oops." Note: This is a pre-release bug; in the released version of the alpha build, this doesn't happen. So no, you can't set your safety to "look, I just broke the safety".
Taking aim at a target...
...and showing it what happens when you don't pay the pizzo. Or what happens when you're part of the Ethiopian military. Depends on which sort of 1930s Italian we're dealing with here.

Beretta Mx4 Storm

The fully-automatic variant of the earlier-added Cx4, the Beretta Mx4 Storm, was added in Update #52.

Beretta Mx4 Storm - 9x19mm Parabellum
An Mx4 in a freshly-opened weapon crate.
Admiring the Mx4's sleek, futuristic-looking lines. A lovely piece of kit, to be sure.
Unfortunately, the RNG wasn't terribly kind in this particular instance, pairing the submachine gun with a small 15-round magazine. At least it's loaded with tracers.
Loading in the aforementioned magazine.
Pulling the charging handle. While the Mx4 does have a bolt release in-game, you can't exactly take full advantage of it when the bolt is already in battery.
Blasting away at an enemy; while the muzzle flash and tracer may make it hard to see, the enemy in question is a "meatcrab", one of the enemies added with this Take & Hold level (known simply as Containment). The enemy, along with several others in the level, and the design of the level as a whole, are meant as an homage to Half-Life.
While the meatcrabs aren't much on their own, the creatures that they create are another matter altogether.
Dealing with some more "normal" enemies - here, a Weinerbot sniper learns that precise aiming isn't really necessary inside of the distance of a typical backyard game of catch.

Błyskawica

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

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

Brügger & Thomet MP9

The Brügger & Thomet MP9 was added in the 2016 Meatmas update, permanently fitted with B&T's distinctive railed suppressor. Update #46 added a version without the fixed suppressor; the suppressor was then made an attachment in Update #52, which resulted in the removal of the suppressed version.

Brügger & Thomet MP9 with stock extended - 9x19mm
Santa brought me the gift I wanted!
Running through the halls of Take & Hold with an MP9; the markings on the ejection port read: "Cal. 9x19mm" on the top line, and "SA 07-1548" (presumably a serial number) on the second.
Another angle, giving a better view of the weapon's profile.
A frantic run through the sturdy defenses of a Pacification Squad checkpoint bears worthwhile fruit, in the form of a locker with an MP9 inside. The checkpoints guard some of the game's strongest military-grade loot, with most of what's found outside being civilian-oriented.
Loading a fresh magazine into the MP9.
Pulling back the distinctive AR-15-style charging handle.
Grabbing a few spare magazines.
A good look at the submachine gun's left side; note the small switch just above the grip, which is pushed up when the weapon is set to safe...
...pushed down when the weapon is set to semi-auto...
...and seemingly disappears when it's set to full-auto.

Cobray M11/9

A Cobray M11/9 was added through Update #50, AKA the 2017 Meatmas Update.

SWD/Cobray M11/9 - 9x19mm Parabellum
A Cobray M11/9 sitting in a weapon case, along with a suppressor and some magazines.
Attaching a suppressor to the Cobray.
Loading in a drum magazine...
...pulling back the bolt...
...and firing the Cobray. Note the burning trees in the background; the drum magazine in the case comes loaded with incendiary rounds by default.

CZ Scorpion Evo 3 A1

Another much-requested addition, the CZ Scorpion Evo 3 A1 was introduced in Update #58.

CZ Scorpion Evo 3 A1 - 9x19mm Parabellum
Admiring the Scorpion Evo.
Loading in a 30-round magazine; with how quickly the weapon fires, these don't last long.
Pulling back the charging handle, revealing a fresh set of 30 9x19mm rounds lying in wait.
Being a military model (as opposed to one of CZ's semi-auto-only civilian offerings), the Evo 3 has 4 selector positions: safe...
...semi-auto...
...3-round burst...
...and, of course, full-auto.
Lining up the Scorpion's distinctive aperture sights.
Unleashing a 1,000+ RPM burst of target-shredding fun.
Pulling the charging handle back...
...locking it up...
...swapping magazines...
...and finishing off the reload with a not-exclusive-to-HK-anymore HK slap.

FN P90 TR

The FN P90 TR is one of the numerous weapons added in the 2016 Meatmas update.

FN P90 TR - FN 5.7x28mm
A P90 on a table, next to its rival.
Loading a magazine into the P90. This previously rather tricky process was made easier following Update #48.
Pulling back the charging handle.
Taking a look at the P90's interestingly-placed fire selector, which has 3 positions: safe...
...semi-auto...
...and, of course, full-auto. One interesting feature of the P90 that H3 simulates is its interesting behavior in full-auto; despite having a separate semi-auto setting, the P90 uses a 2-stage trigger system in full-auto mode (i.e. a partial pull of the trigger produces semi-automatic fire, whereas a full pull produces automatic fire).
"Aiming" the P90; being the "TR" (Triple Rail) model, it doesn't come with any sights by default.
Demonstrating the interesting downward-ejection system of the P90, something some games seem to be unaware of.
All that "demonstration" leave's the gun's muzzle looking rather smoky. Also note the fake shield-shaped logo under the end of the magazine; it isn't clear why it's placed there, since a normal P90 doesn't have any markings there.
Removing the empty magazine, which reveals a rather fitting reference on the top of the stock.

Gepard PDW

The Gepard PDW is one of the available submachine guns in-game, having been added in the first Meatmas update. This is also the only known appearance of this rare Russian prototype PDW in any media.

Gepard PDW with stock extended and suppressor - 9x18mm Makarov
Taking a look at the Gepard's left side...
...and the right. A pretty good-looking model for a gun this rare.
Loading in a 40-round magazine; 20-rounders are also available.
Pulling the charging handle.
Attaching the Gepard's unique suppressor.
Looking through the sights; as with the rest of the Gepard, these are rather AKS-74U-like, due to the former being based on the latter.
Sending some rounds downrange.
Folding the stock...
...and spraying rounds willy-nilly around the room.

Heckler & Koch MP5A2

A Heckler & Koch MP5A2 with a Surefire forend is one of the available firearms in-game. It was added to the game with Update #7. Update #24 made some changes, including the addition of a top rail, and the ability to adjust the sights and turn on the flashlight.

Heckler & Koch MP5A2 with Surefire 628 dedicated forend weaponlight and Navy trigger group - 9x19mm Parabellum
Examining the MP5A2.
Loading in a 30-round magazine.
Pulling the charging handle back...
...and up.
This, of course, being a setup for the glorious HK Slap.
Flicking the selector to full-auto. No, sadly, you can't do this with psychic powers.
Taking aim, using the widest (and shortest-ranged) of the MP5's 3 rear sight positions...
...and hosing down the bullseye target with a burst 9x19mm rounds.
The MP5's post-Update #24 form, complete with top rail.
The other 2 rear sight options, for those wondering, are small and far-out...
...and smaller and further out.
And on the twenty-fourth update, Anton said: "Let there be light."

Heckler & Koch MP5KA4

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

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

Heckler & Koch MP5K-PDW

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

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

Heckler & Koch MP5SD1

Yet another MP5 variant added in Update #63 is the Heckler & Koch MP5SD1; prior to this, it was an available option for SWBs and Sosigs.

Heckler & Koch MP5SD1 - 9x19mm Parabellum

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is one of the numerous weapons added in the first Meatmas update.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
While browsing the arsenal, always start off small.
Affixing an Aimpoint sight to the MP7A1's upper rail, while noticing a bit of temporal distortion.
Loading a 40-round magazine into the MP7A1.
A closeup of the already-loaded magazine, which shows off the bottlenecked shape of the 4.6x30mm rounds. Note the black tips, which indicate that these are of the armor-piercing variety.
Giving the iron sights a try.
Of course, in order to allow this, you first have to unfold them.
Yes, the front one that was already unfolded too.
Firing the MP7A1...
...aiming it...
...and remembering to chamber a round. When? Never. Because it already happened. And it never will. Got it? No? Good.

Heckler & Koch UMP45

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

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

IMI Micro Uzi

Update #54 added an IMI Micro Uzi to H3's collection; the weapon was, however, present in-game long before then, being featured on the icon for the "Spray & Pray" category in the MEATS (Modular Environment Adaptive Target Simulation) game mode.

IMI Micro Uzi with bent trigger guard - 9x19mm Parabellum
The "Spray & Pray" category's icon. Oddly, despite having as subtle a detail as appropriate compensator cuts in the muzzle, the weapon lacks a charging handle.
Unfolding the Micro Uzi's stock...
...before taking a moment to appreciate its newfound physicality.
Loading a magazine into the Micro Uzi.
Pulling back the charging handle.
Taking a close look at the receiver, which shows off the markings.
It also shows off the weapon's seemingly somewhat poor condition, considering the denting present in the weapon's metal components.
And, of course, it shows off the fire selector.
Taking a look through the Micro Uzi's rather simple aperture sights. Aiming such a small, short-stocked weapon so steadily and close-up was made far easier with the addition of the optional Virtual Stock system, added in the same update as the Micro Uzi itself.
This, coupled with Update #52's rebuild of recoil systems with relation to shouldering weapons makes compact submachine guns such as this one far more usable for roles other than point-blank one-handed spray-and-pray.
And yet, the irresistible urge remains.

IMI Mini Uzi

Along with the full-size versions, the IMI Mini Uzi was added in Update #59's ninth alpha build.

IMI Mini Uzi - 9x19mm Parabellum
Examining a Lil' Uzi. Unlike the more common Vert or Horizont variants, this appears to be a rarer Lil' Uzi Diag.
Loading in a 32-round magazine.
Comparing the Mini Uzi to a full-sized one, which gives an idea of just how "mini" it is.
Taking a look at the weapon's right side, which gives a good view of the folded stock.
Unfolding said stock...
...which produces this.
Pulling the weapon's top-mounted charging handle.
No, that's not how you...
At least they're still doing the same needlessly dramatic removal of their empty magazines.

IMI Uzi

In the 9th alpha of Update #59, two versions of the Uzi were added: the solid-stocked "Classic", and the folding-stocked "Compact"; prior to this, in Update #52's 10th alpha, the folding-stocked version was added as an option for SWBs.

IMI Uzi w/later-pattern wooden stock - 9x19mm Parabellum
Admiring the wooden-stocked Uzi.
A seldom-seen sight, and all the more welcome for it.
Loading in a magazine. Unlike the Sosigs' .45 ACP Uzis, this one is a far more common 9x19mm version.
Pulling back the charging handle.
Looking at the fire selector's 3 positions: safe...
...semi-auto...
...and what everyone thinks of when they hear the word "Uzi".
Looking through the Uzi's aperture/post sights. A little bit obtrusive, but perfectly suitable for the weapons' intended purpose.
Opening fire. The Uzi's renowned controllability carries over quite well into H3.
IMI Uzi - 9x19mm Parabellum
The far more commonly-seen folding-stocked Uzi.
Perfect for all of your president-defending needs.
Unfolding the stock.
In case you were worried that that was the stock at full extension, rest assured that it is not; this is.
IMI Uzi w/Sionics suppressor - 9x19mm Parabellum
Added along with the Uzis was this unique Sionics 2-stage suppressor, commonly associated with the Uzi.
Unfortunately, the fact that it fits over the barrel makes attaching it a bit... tricky. Here, for example, the collision hitboxes of the suppressor and barrel fight one another, while the game attempts to determine whether or not the suppressor is in the right position to make the barrel invisible (which is supposed to happen when it's attached).
There we go.
With that ordeal out of the way, it's back to ventilating the target.

Interdynamic KG-9

A full-auto converted Interdynamic KG-9 is one of the available firearms in-game; it features the same strange strange paintjob as the TEC-9. It is referred to as a modified version of the latter; it initially was, until Update #53 converted it from closed-bolt to open-bolt, effectively turning it into an earlier open-bolt KG-9.

Screenshots courtesy of Reddit user Shubishu.

Interdynamic KG-9 - 9x19mm
The left side of the KG-9. Looks... pretty much the same as the TEC-9, really.
Yep, looks the same over here too.
Loading in a magazine.
Grabbing a hold of the charging handle...
...and demonstrating the main noticeable difference between the TEC-9 and the KG-9: were this the former, the bolt wouldn't be sitting here like this (assuming that it was working properly, that is). While the later-pattern sights and cocking handle would normally imply this to be a TEC-9, the open-bolt functionality makes it simply a KG-9 modified with the later-pattern parts. It could also be explained as a TEC-9 upper receiver mated to a KG-9 lower; similar conversions have been seen in various media forms before.
Aiming the KG-9.
Not that it does you much good.
Performing a tacticool mag-switch.
Screwing on a suppressor...

"Kalashniluger"

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

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

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

Kedr PP-91

The Kedr PP-91 is one of the available firearms in-game. It was added in Update #19; Update #24 gave it some changes, including a 2-setting rear sight and a side-mounted Picatinny rail.

Kedr PP-91 - 9x18mm Makarov
While going through the new lineup, always be sure to have a look at the machine pistols on offer.
Also be sure to unfold their stocks.
And to chamber them.
And, of course to take some time to admire them.
How wonderfully simple.
Don't forget to switch them from "Safe"...
...to "something in Cyrillic that probably means semi-auto"...
...to "something else in Cyrillic that probably means full-auto".
Aiming; this would be far more conducive to actually hitting something were the post visible through the rear sight actually the front sight post, and not the front sight's left protective ear.
Not that that ever stopped anyone from trying.
Taking a look at Update #24's, well, updates...
...these being an optional aperture setting for the rear sight...
...and a somewhat oddly-placed rail. While it might not seem terribly useful, it makes a great spot for lights and lasers, and the game's canted rail adapters be used to turn it into a top rail for optics.

M1928 Thompson

Update #52's laundry list of new weapons included the M1928 Thompson submachine gun, complete with optional 50- or 100-round drum magazines.

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

M1A1 Thompson

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

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

M3 "Grease Gun"

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

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

Suppressed M3

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

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

MAC-11

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

RPB Industries M11A1 - .380 ACP
Having felt that his life was missing a bit of bees, our nameless, handless, faceless, intangible, and generally nonexistent protagonist decides to remedy this problem, with the aid of 32 .380 ACP rounds.
Admiring the now-loaded bee machine.
Pulling back the charging handle...
...before looking at the other side. This shows off the weapon's open-bolt nature; the MAC-11 was the first open bolt weapon in H3, and the only one until the addition of the Sten a whopping 45 updates later.
Upon attempting to fire the MAC-11, our favorite literally nobody finds it distinctly lacking in apodiean output; a close look at the left side reveals the culprit: the ever-nefarious safety lever. This view also shows off the markings on the side; in addition to the "SAFE" and "FIRE" markings at the front, and the largely correct logo at the rear, the markings under the ejection port are legible, and read "INGEM M11. CAL 9MM AUTO" on the first line, "MILITARY ARMAMENT CORP" on the second, and "POWDER SPRINGS GA, USA" on the third.
Having remedied the above issue, our protagonist finally gets the satisfying sound that he oh-so desired.
One empty magazine (and one ventilated target) later, our hero belatedly realizes that this would've made actually firing the MAC-11 considerably easier.

MP40

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

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

PASAM

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

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

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

PP-19 Bizon-2

The PP-19 Bizon-2 is one of the available firearms in-game. It was added in Update #18; upon its release, it was permanently fitted with a side-mounted Picatinny rail adaptor, but this was made into an attachment in Update #40. It is chambered in 9x19mm Parabellum, and as such, holds 53 rounds.

PP-19 Bizon-2 - 9x18mm Makarov
All 4 of Update #18's additions conveniently laid out on a table, with the Bizon at the far left.
Taking a look at one of the Bizon's distinctive helical magazines. The ribbed design of these, along with certain features of the gun itself, help distinguish this particular Bizon as a later -2 model.
Loading the aforementioned magazine into the gun.
Remember, kids: always be sure to check your Russian submachine guns to make sure that there isn't any leftover communism stuck in there. Even if they were first produced in the nineties, you still can't be sure unless you check.
A closeup of the muzzle end of the PP-19. This shows off both the muzzle brake and the position of the front magazine catch, both of which further peg it as a Bizon-2.
A cursory glance at the selector switch reveals that it's set to semi-auto. But why would you do that...
...when you could set it to full-auto?
Racking the charging handle.
Aiming; the rail bracket makes this a bit more difficult, though not necessarily impossible. It also makes it distinctly more difficult (though, again, still possible) to see the redesigned sights of the Bizon-2.
Pulling the Bizon's trigger, which causes it to somewhat anemically cough up a steady stream of spent brass.
Reviewing the resultant grouping; considering the distance, it's not great, but then again, who needs accuracy when you've got volume of fire?
Folding up the stock...
...which makes the already compact weapon even shorter.
Unfortunately, the rail bracket ruins things once again; its presence prevents the stock from actually folding all the way.

PP-2000

The PP-2000 is one of the many firearms added in the 1st Meatmas update.

PP-2000 - 9x19mm Parabellum
Examining the left side of the PP-2000...
...and the right side.
Loading in a 44-round magazine. Sadly, this can't be used as a stock, seeing as the PP-2000 in-game already has one.
Pulling back the rather G36-esque folding charging handle.
Taking not-really-aim...
...and firing anyways.
Dropping an empty magazine out of the PP-2000. But wait, what's that?
Why, it's a suppressor! One specifically meant for this weapon, in fact! And of course, that leaves only one thing to do...
...fire the weapon again, but this time at a neck-craningly impossible cinematic angle!

PPSh-41

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

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

"PPSh-14"

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

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

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

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

Custom AR-15 SMG with Quarter Circle 10 lower receiver and VLTOR MUR upper receiver - 9x19mm. Image provided to show the QC10 lower receiver and VLTOR upper receiver.
A good look at the QC9.
Extending the QC9's stock. Until the release of a later update, this was largely for aesthetic purposes, seeing as the stock didn't serve any real function.
A selection of magazines- the Colt-pattern metal magazine, the "waffle" polymer magazine, and the X-15 drum magazine.
Charging the QC9, loaded with a 32-round Colt-pattern magazine.
Firing the QC9, fitted with a red-dot sight; the weapon lacks any sort of sights by default.
Loading in an X-Products drum magazine.
Firing the QC9, now fitted with the aforementioned drum magazine, along with a SilencerCo suppressor. Note that the ejected case has an unstruck primer.

Sa. Vz. 61 Skorpion

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

Sa. Vz. 61 Skorpion - .32 ACP
Having grown somewhat bored of overly flashy modified Berettas, our action hero decides to switch over to 1960's-vintage machine pistols.
Firing the Vz. 61.
Of course, being that two is one and one is none, another Skorpion is loaded up...
...and chambered.
Our action hero then opens fire, determined to clear out the lobby.
Meanwhile, in a completely different place at a time that isn't actually meanwhile, someone who isn't an action hero shows off a feature of the Skorpion that was added later:
The stock.
It's not much - little more than a bent piece of wire - but it's still nice to have.
It also makes aiming a bit easier - more due to its absence from the sight picture than its presence as a stabilizer, but again, it's still convenient. Besides, what more do you expect from a .32 submachine gun meant to be stuffed into tank crewmen's holsters?

Sten Mk. II

Update #49 added the Sten Mk II submachine gun, which marks the first time since the introduction of the MAC-11 that an open-bolt weapon was added to H3VR. Notably, the weapon's secondary grip zone (where the user's non-firing hand goes) is around the barrel shroud, meaning that the game only allows the proper two-handed grip with the secondary hand around the barrel shroud, the improper magazine grip disallowed. There is also another variation, the so-called "Mk. 9 Chopshop" variant, with a shortened barrel and a cut-down stock.

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

Sten Mk. V

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

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

Sten Mk. VI(S)

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

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

Steyr MP34

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

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

TDI Vector

The TDI Vector is one of the firearms added in Update #37. 2 variants of the weapon were initially available in-game: a standard one, and one fitted with the barrel shroud and extended barrel of the CRB civilian carbine variant, though still possessing the trigger and 120-degree safety of a Gen I version; Update #52 made an attachable suppressor out of the extended barrel's shroud, before Update #53 turned it into a shrouded barrel extension, and removed the now-redundant long-barreled Vector. Both are fitted with a factory AR-15 stock adaptor, attached to which is an aftermarket stock; they were also initially fitted with non-removable vertical foregrips, until Update #52 made foregrips into attachments, and removed them from any weapons that initially had them.

Gen II KRISS USA Vector CRB Enhanced - .45 ACP
TDI / KRISS USA Vector with stock removed - .45 ACP. Image provided to show the separate safety switch and selector of a military model; compare with the images above and below.
After buying his CRB, our resident mall ninja gets the feeling that he's missing something...
"Hmm..."
"What could it be, what could it be..."
"Oh, right. That's... kinda important."
Of note is the Vector's safety/fire selector setup:
The rear lever, manipulated with the firing hand, toggles between safe and whatever firemode is currently selected: here, semi-auto...
...here, 2-round burst...
...and here, full-auto.
Satisfied with his choice, the mall ninja loads in a "25+" magazine (which holds 25 rounds in-game, the lower end of the possible capacity range for these magazines).
He then pulls the Vector's distinctive folding charging handle...
...and spits fire into the darkness, the spent casings shimmering a dark, glossy black in the sparse lighting of the room, while the editor begins to realize that they're slowly becoming a drama novelist.
The normal, unshrouded version of the Vector, in a far less noir-inspiring setting.

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