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Insurgency: Sandstorm

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Insurgency: Sandstorm for current discussions. Content is subject to change.


Insurgency: Sandstorm
Insurgency sandstorm.jpg
Release Date: December 12, 2018
Developer: New World Interactive
Publisher: New World Interactive
Platforms: PC & Consoles
Genre: First-Person Shooter


Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, lager maps usable vehicles, new reload mechanics and much more features to come.

As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.

The following weapons appear in the video game Insurgency: Sandstorm.


Pistols

Beretta M9

A staple sidearm of the series, the Beretta M9 is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.

Beretta M9 - 9x19mm
The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.
The M9, idle.
Aiming down the sights.
Inserting a fresh magazine.
Preparing to hit the slide release.

Browning Hi-Power

Making its way from Day of Infamy, the Browning Hi-Power with the ring hammer is another Insurgents' sidearm. It costs 1 supply point.

Browning Hi-Power - 9x19mm
The weapon loadout menu image of the Hi-Power.
The Hi-Power idles at the range.
Sighting up.
Loading up with a fresh 13 round magazine.
The operator feeds his Hi-Power a new magazine from empty.

Colt M1911A1

The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.

Colt M1911A1 - .45 ACP
The weapon loadout menu image of the M1911A1. Note the relief cut on the frame, curved mainspring housing, and the long grip safety spur which are the distinctions of an M1911A1.
Holding another member of the John Moses Browning family at rest.
Sights.
Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.
Preparing to hit the slide release on an empty M1911.

Colt M45A1

The Colt M45A1 replaces the M45 from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of Sandstorm. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.

Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP
The weapon loadout menu image of the M45A1.
Holding the M1911's younger brother at the range.
Iron sights.
Loading up a fresh 7-rounder.
The M45A1 about to be locked and loaded.

Glock 17

A tan-framed Glock 17 is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the Glock 19M. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80, the pistol in-game is built off of said parts kit (specifically the V2 model), its the addition of an aftermarket slide with diagonal cocking serrations. It is currently the most expensive Security's pistol costing 3 supply points.

Glock 17 Gen 4 - 9x19mm Parabellum
A Polymer80 PF940V2 frame kit, for reference.
The weapon loadout menu image of the Glock 17.
The operator takes his Glock 17 out to the range to celebrate their reunion after Content Update 1.
Iron sights.
Loading!
The operator turns his Glock over to give its slide a quick pull back.

Makarov PM

The Makarov PM is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point.

Makarov PM - 9x18mm Makarov
The weapon loadout menu image of the Makarov.
An idle Makarov waits patiently.
The Makarov's sights.
Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.
An empty Makarov recieves a fresh magazine.

SIG-Sauer P226R

Also usable by the Security forces is the SIG-Sauer P226R. It appears under its UK Army designation of L106A1. It costs 2 supply points.

SIG-Sauer P226R - 9x19mm
The weapon loadout menu image of the P226R.
The operator with his P226R.
Iron sights.
After some blasting, the operator presses in a new magazine.
The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.

Tariq

The Tariq, an Iraqi clone of the Beretta M1951, is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.

Tariq (Iraqi copy of the Beretta M1951) - 9x19mm
The weapon loadout menu image of the Tariq.
On the range with the M9's single-stack Iraqi older cousin.
Iron sights.
Feeding the Tariq an 8 round magazine.
Giving the slide release a good push.

Submachine Guns

Heckler & Koch MP5A2

The March 2019 Content Update added in two variants of the MP5 submachine gun. The Insurgents received the older MP5A2 variant, which features the early "slimline" handguard and "waffle" magazine.

Heckler & Koch MP5A2 with original "slimline" handguard and straight "waffle"-style magazine - 9x19mm
The operator holds his vintage MP5 at the ready.
Aiming down the classic diopter sights.
Swapping out a "waffle" style magazine. Also note the early "slimline" handguard.
After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.

Heckler & Koch MP5A5

The March 2019 Content Update provided Security forces with the MP5A5.

Heckler & Koch MP5A5 - 9x19mm Parabellum
The operator holds his (comparatively) shiny and new MP5A5.
Aiming down the sights, which are pretty much identical to the MP5A2's.
Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.
The operator in the midst of performing an HK Slap. Some things never go out of style.

Heckler & Koch MP5SD6

When fitted with a suppressor, the Security's MP5A5 turns into an MP5SD6.

Heckler & Koch MP5SD6 - 9x19mm Parabellum
The MP5SD6 held idle.
Reloading the MP5SD6.

Heckler & Koch MP7A1

A popular community weapon from the previous game, the Heckler & Koch MP7 makes an official appearance in Sandstorm. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points.

Heckler & Koch MP7A1 - 4.6x30mm
A stock MP7 patiently waiting to operate.
The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.
Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.

IMI Uzi

The IMI Uzi also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the MP40 with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in Battlefield Hardline replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.

IMI Uzi - 9x19mm
The operator on the range with a standard Uzi. Note custom charging handle.
Aiming.
Reloading gives the operator an opportunity to show off the details on his Uzi, as well as the fully extended stock.
Pulling the custom charging handle during an empty reload.

Assault Rifles

AK-74N

The AK-74N returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.

AK-74 - 5.45x39mm
The AK-74N at the range.
Aiming down the venerable AK sights.
Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.
Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.

AKMN

The AKMN with a standard fixed stock replaces the folding stock AKMS from the previous game. Like the rest of the AK's, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle is one of the cheapest Insurgents' weapons available, costing 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.

AKM - 7.62x39mm
On the range with a modern warfare essential. Note the rail on the side of the receiver.
Aiming down your standard AK sights.
Loading a fresh magazine and showing off the simple slanted muzzle brake.
Preparing to pull the charging handle.

AKS-74UN

The AKS-74U returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 supply points.

Izhmash AKS-74U - 5.45x39mm
A standard AKS-74UN at the range.
Sights.
Rocking in a new magazine and showing off the distinctive Krinkov profile.
The operator prepares to give the charging handle a pull.

Alpha AK

The Alpha AK, a customized AK used by the Russian Spetsnaz Alpha Group and featuring a Zenit RIS handguard and a railed dust cover, is a new Insurgents' weapon in Sandstorm available to the Advisor class which costs 4 supply points. It is fitted with a Tromix extended charging handle, and is stated to be chambered in 7.62x39mm via in-game stats, despite being clearly modeled with a 5.45x39mm magazine.

Alpha AK - 5.45x39mm
A tacticool AK on the range.
The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.
Rocking in a new magazine. Fast reloads for all AK family weapons have the player character knocking out the old magazine with the new.
Pulling back the custom charging handle. On fast empty reloads, the player character will rack the charging handle with their left hand from under. This happens on all AK family weapons.

Enfield L85A2

The L85A2 is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 4 supply points.

L85A2 - 5.56x45mm
L85A2 with SUSAT scope - 5.56x45mm NATO
L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm
Playing around on the range with the Anglo bullpup in question.
As said above, adding a foregrip or laser/light will swap the plastic handguard to the Daniel Defense version.
The iron sights, very adequate for a modern assault rifle.
The reload begins first by dropping the mag...
Inserting a fresh one, hitting the bolt release...
Before doing the karate chop to make sure the bolt's fully home.

Heckler & Koch G36K

Another popular weapon mod from the previous game, the Heckler & Koch G36K is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K. It costs 4 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map.

H&K G36KV - 5.56x45mm NATO
The G36K in all its melting glory.
The iron sights, fairly big and wide which is nice for CQC.
The reload starts with a simple grab of the mag...
Followed by a fresh mag and a tug of the charging handle. The speed reload is similar.

HS Produkt VHS

The HS Produkt VHS-D2 appears as a new weapon for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points.

HS Produkt VHS-D2 - 5.56x45mm NATO
The VHS-2, out of its humble Balkan element.
Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.
Yanking the old mag out...
Before seating the new one and hitting the bolt release.

M16A2

The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics. It costs 3 supply points, and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 also gains a heat shield handguard when a launcher is mounted.

Colt M16A2 - 5.56x45mm NATO
An insurgent enjoys the pretty scenery with his M16A2.
Shaking the rifle up and down to get a good view, Sandstorm does actually model the Armalite-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.
Aiming down the 80's vintage iron sights.
Reloading starts by dropping the empty magazine...
...before inserting the new mag, and pressing the bolt release. The fast reload is pretty much the same, but with more high speed and less drag.

M16A4

The M16A4 returns from the previous game and is the cheapest rifle available to the Security forces, costing 3 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes.

Colt M16A4 - 5.56x45mm NATO
The operator with a more contemporary M16.
Aiming down a sight picture that has not changed much in the last 50-odd years.
Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.
And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.

M4A1

The M4A1 makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes.

Colt M4A1 - 5.56x45mm NATO
A standard M4A1 just begging to be mag dumped.
Aiming down the stock AR-15 style sights.
Inserting a STANAG magazine.
The operator presses the bolt release upon finishing an empty reload.

Mk 18 Mod 1

The Mk 18 Mod 1 replaces the Mk 18 Mod 0 from the original game, appearing as the Mk. 18 CQBR. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs 4 supply points. It can only be used by the Security's Breacher and Advisor classes.

Mk 18 Mod 1 - 5.56x45mm
The operator with the M4's shorter cousin.
Aiming down the aftermarket rear aperture sight.
Inserting a Magpul PMAG into the Mk 18.
The operator presses the bolt release on an empty reload while observing the bolt going into battery.

Norinco QBZ-03

An interesting choice alongside Security's VHS-2, the Insurgents get access to the Norinco QBZ-03, specifically the 5.56 export version. It costs 5 supply points, making it the currently most expensive assault rifle for Insurgents.

Norinco QBZ-03 with scope - 5.56x45mm
A rare sight in most games, the QBZ-03 export model basking at the top of the villa.
Aiming with the sights, a tad small but still useful.
Reloading starts with swapping the magazines, fairly AR-like.
However, shaking it up with an AK style underhand charging handle rack.

Battle Rifles

FN FAL

The FN FAL makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.

FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.
The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.
The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.
The reload begins with a swapping of the mags...
Before yanking the charging handle, releasing the bolt. The fast reload differs by using the FAL's bolt release instead.

FN SCAR-H STD

Available to the Security's Advisor class, the FN SCAR-H makes its official debut in Sandstorm as the Mk. 17 Mod 0. It costs 3 supply points.

Third Generation FN SCAR-H STD - 7.62x51mm NATO
The operator with SCAR gazes upon the technical it helped stop.
The iron sights, thin but good.
After firing the SCAR into the windshield, he first swaps the mags...
Before leaning over Project Reality style to watch the bolt go home.

Heckler & Koch G3A3

The Heckler & Koch G3A3 officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.

Heckler & Koch G3A3 - 7.62x51mm NATO
Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.
The operator approaches the mansion with his G3.
The iron sights, set to the 100m open notch.
In a smart move, the G3's reload starts by opening the bolt and removing the mag.
Before inserting the new mag and palming the charging handle down. The fast reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.

Mk 14 Mod 1 Enhanced Battle Rifle

The Mk 14 Mod 1 EBR makes its way back from the previous title. It is available only to the Security's Marksman and Advisor classes. It costs 5 supply points.

Mk 14 Mod 1 EBR - 7.62x51mm NATO
The M14 EBR, in the sunshine and cool breeze.
The M14's classic sights, and the selector flipped from "sensible" to "fun". Note the NWI trademark over the normal roll mark with the serial numbers.
After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...
Before leaning over and giving the charging handle a rack.

Norinco SKS-D

The Norinco SKS-D returns from the previous game. It still has a "paratrooper" barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.

Norinco SKS-D - 7.62x39mm
The tracksuits insurgent with his SKS-D, still in the classic wood stock.
Lining the 40's vintage sights on a steel target. Note the serial numbers.
Reloading starts with a simple swap of the mags...
Before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.

Machine Guns

M240B

The M240B GPMG was added in the March 2019 Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.

M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.
The weapon loadout menu image of the M240B.
The M240B held idle. Note the loaded 50-round cloth pouch.
Aiming down the default iron sights of the M240B.
Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.

M249-E2 SAW

The M249 is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.

FN M249-E2 SAW - 5.56x45mm NATO.
The weapon loadout menu image of the M249.
The M249 held idle.
Aiming down the default iron sights of the M249.
Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.

MG3

The MG3 was added to the game during the March 2019 Content Update as another Insurgents' primary weapon for the Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.

MG3 - 7.62x51mm NATO. Note the black furniture.
The weapon loadout menu image of the MG3.
The MG3 held idle while using the 50-round drum.
Aiming down the default iron sights of the MG3.
Reloading the MG3 with the bipod deployed.
Firing the MG3 when equipped with the 100-round belt in a box.
This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.

PKM

The PKM makes its long-awaited arrival to the series in Sandstorm. It is the Insurgents' counterpart to the M240B, usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight.

PKM with latest version of flash hider - 7.62x54mm R.
The weapon loadout menu image of the PKM.
The PKM held idle.
Aiming down the default iron sights of the PKM.
Reloading the empty PKM by removing the box...
... then loading a new box while replacing the belt from the right side of the weapon.

Shotguns

Remington 870

The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.

Remington 870 Express Tactical - 12 Gauge.
Remington 870 MCS - 12 Gauge.
The weapon loadout menu image of the M870.
The M870 held idle.
Aiming down the default iron sights of the M870.
Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: "MODEL 870 EXPRESS BREACHER".
The operator chamber-loads the M870 when reloading from empty.

TOZ-194

Also returning from the 2014 Insurgency is the Russian TOZ-194 pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.

TOZ-194 - 12 Gauge
The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.
The TOZ-194 held idle.
Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.
Inserting new shells into the magazine tube after taking care of the radicalised canned food.
The operator chamber-loads the TOZ-194 when reloading from empty.

Sniper Rifles/Anti-Materiel Rifles

Barrett M107CQ

The Barrett M107CQ appears in-game as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.

Barrett M107CQ - .50 BMG
An M107CQ in the wild, menacing a local white van.
The sights, a large rear aperture and a front post, partially obscured by the van.
Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand.
Before yanking the charging handle and letting it go clunk.

Izhmash SVD Dragunov

The Izhmash SVD Dragunov is available to the Insurgents' Marksman and Advisor classes. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.

Izhmash SVD Dragunov - 7.62x54mmR
The weapon select menu image of the SVD Dragunov.
The SVD held idle.
Aiming down the default iron sights of the SVD.
Performing a fast reloading on a SVD, by kicking the old magazine out via mag release lever and inserting the new one.
On an empty mag, the operator additionally pulls the charging handle with his right hand.

Mosin Nagant 1891/30

The Mosin Nagant costs 2 supply points and is usable by the Insurgents' Marksman class. By default it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra supply points.

Mosin Nagant 1891/30 - 7.62x54mmR
Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R
The weapon loadout menu image of the Mosin Nagant.
The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver.
Aiming down the default iron sights of the Mosin Nagant.
Cycling the straight bolt handle of the Mosin Nagant.
Reloading the Mosin Nagant with a stripper clip.
A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the operator cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the Holographic seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.

Remington M24

The Remington M24 makes its way into the game, replacing the old M40A1. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.

M24 sniper rifle with Harris bipod - 7.62x51mm NATO
The weapon loadout menu image of the M24.
The M24 held idle.
Aiming down the default iron sights of the M24.
Cycling the bolt of the M24.
Inserting new cartridges into the M24's magazine after pulling the bolt back.

Zijiang M99

The Chinese M99 anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.

M99 - 12.7x99mm.
An M99 gazes upon the vanquished technical.
While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too close to the user or walls will cause ear ringing and screen shake.
On an unrelated note, a different M99 shows off the gun's unique scope, although it shares the same reticle as the Security's 7x scope.
Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand.
Before grabbing the charging handle and giving it a yank.

Launchers

Carl Gustav M3

The Carl Gustav M3 is the standard reusable launcher for the Security faction, and appears under its US Army designation as M3 MAAWS.

Carl Gustav M3 - 84x246mm R
A M3 MAAWS gazes upon a technical and its dead crewmen.
Aiming down the scope with a wide variety of range markings for extended ranges.
Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...
Before swapping rounds, relatching the tube and going to blow more things up.

M136 AT4

Another veteran from the previous game, the M136 AT4 is also available to the Security's Demolition class as their single shot launcher of choice.

M136 AT4 - 84mm
The AT4 is held idle, as its user wonders if other cars can explode.
The sights of the AT4, simple and effective...
Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.

Panzerfaust 3

The Panzerfaust 3 is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough.

Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
The Panzerfaust in-game, fausting panzers.
The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.
Excluding the occasion of firing it on a building and dropping it like a used tissue.

RPG-7

The RPG-7 returns from previous games, as the obvious handheld launcher for the Insurgent faction.

RPG-7 - 40mm
The Insurgents' favorite, the RPG-7 in all its glory.
Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.
In comparison to the last game, the RPG is reloadable by adding a rocket...
Before raising it to the shoulder and cocking the hammer.

Mounted Weapons

AGM-114 Hellfire ATGM

The Security's AH-64 Apache (AKA "Assassin") is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the 30mm Cannon.

Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.
The Assassin with AGM-114 Hellfire ATGM and Hydra 70 rocket pod on its left wing. Note the extra two cell holes at the rocket pod.

Browning M2HB

The Browning M2HB appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.

Browning M2HB on vehicle mount - .50 BMG
The operator finds the idle white technical with a mounted M2HB.
Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.
An unusable M2HB mounted on a wrecked M1A1 Abrams tank in the Hideout map.

DShK heavy machine gun

The DShKM is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on the Assassin as the 30mm Cannon, instead of the accurate M230 Chain Gun.

DShKM - 12.7x108mm
The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.
She soon mounts the DShK and prepares to weed her flower field.
A M230 Chain Gun mounted on an AH-64 Apache, for reference.
The Assassin fires the bizarrely mounted DShK against some rampaging insurgents.
Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.

General Dynamics GAU-19/A

The GAU-19/A is mounted on Security's UH-60 Blackhawk (AKA "Cleric"), where it is being used by the door gunners. The gun also ejects spent casings when firing.

GD GAU-19/A on door gun mount- .50 BMG.
The door gunner fires his GAU-19/A with a lovely cartridge shower.
Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.

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