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Difference between revisions of "Rainbow Six Siege"

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Line 1,076: Line 1,076:
 
===Standard===
 
===Standard===
 
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]
 
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in lobby. Note how this one has the buttpad of the SD variant reference image below.]]
+
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in lobby.]]
 
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]
 
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]
 
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]
 
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]
Line 1,083: Line 1,083:
 
===Suppressed===
 
===Suppressed===
 
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]
 
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD. Note how this one has the buttpad of the normal variant's reference image above.]]
+
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]
 
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]
 
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]
 
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]
 
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]

Revision as of 18:13, 24 May 2019


Rainbow Six Siege
R6 siege pc box.jpg
Official Boxart
Release Date: December 1, 2015
Developer: Ubisoft
Publisher: Ubisoft
Series: Rainbow Six
Platforms: Xbox One
Playstation 4
PC
Genre: First-Person Shooter


Tom Clancy's Rainbow Six Siege is a tactical first person shooter available on the PlayStation 4, Xbox One and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.

Players play as "Operators", a roster of characters divided between Attackers and Defenders, with each Operator coming from one counter-terrorist unit background. The five base game CTUs (SAS, GIGN, GSG 9, Spetsnaz, and FBI SWAT) each have 2 attackers and 2 defenders, while the DLC CTUs come with 1 attacker and 1 defender instead (barring the 2-attacker CRBN unit, and the 2-defender GIS). Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Weapon selections are divided by CTUs. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Sidearm options are generally shared between Operators of a CTU. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.

Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. With one exception, all weapons from any of the five base game CTU's "side" are available to them (e.g. a GSG-9 Defender recruit can use either the MP7 or the HK416C, despite each being otherwise exclusive to one of their two Defender operators). Recruit weapons cannot be customized.

The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.

Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.

All primary and some secondary weapons in the game have "charm mounts" to which keychain-like charms can be attached, which by default appear as sling loops.

For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.

The following weapons can be seen in the video game Rainbow Six Siege:


Handguns

FN Five-seveN

The FN Five-seveN Mark 2 is issued to the FBI SWAT faction. It appears as the "5.7 USG". The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power.

FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version.
Menu model of the Five-seveN Mark 2.
First-person view of the weapon.
Aiming down the sights.
Ejecting a magazine.
Inserting a new mag into the empty pistol.
Pullling the slide to rechamber the Five-seveN.

FN FNP-9

The FN FNP-9 is a high capacity, 9x19mm handgun used by the GIGN Operators and recruits. It is referred to as the "P9". Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.

FN FNP-9 - 9x19mm
FNP-9 in lobby.
The FNP-9 in the hands of the GIGN operator Twitch.
Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.
Reloading the FNP-9.
Reloading from empty.

GSh-18 Sport

The GSh-18 is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.

GSh-18 Sport - 9x19mm
GSh-18 Sport in the early customization menu.
Spetsnaz operator Fuze holds the GSh-18 on a menacing armored car.
Aiming the GSh-18.
Reloading.
Empty reload.
Racking the slide, similar to the FN Five-seveN.
Testing a mattress with the GSh-18.

Heckler & Koch USP Tactical

The P12 is the German equipment designation for the Heckler & Koch USP Tactical, used by the German GSG-9 operatives. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.

Heckler & Koch USP Tactical - .45 ACP
USP Tactical in lobby.
The USP Tactical in the hands of GSG-9 operator Blitz.
Aiming the handgun.
Reloading the USP.
Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.

M45/MEU(SOC)

The M45/MEU(SOC) is the other sidearm available to the FBI SWAT operatives. It appears as the "M45 MEUSOC" and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.

MEU(SOC) Pistol, later version - .45 ACP
M45/MEU(SOC) in lobby.
FBI operative Ash models the M45/MEU(SOC).
Aiming down the Novak night sights.
Reloading a magazine.
Inserting another mag into the empty M45.

Makarov PM

Though referred to as the improved PMM, the in-game pistol is actually the older Makarov PM, and is issued to the Russian Spetsnaz. Likely due to balancing, the weapon is obscenely powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&W 586 and the SEALs' Desert Eagle.

Russian Makarov PM - 9x18mm Makarov
An actual 12-round Makarov PMM for comparison - 9x18mm Makarov
Makarov PM in lobby.
The Makarov PM in the hands of Fuze.
Aiming the PM.
Reloading. The animation is very fast, making up for the low magazine size.
Dry reloading the Makarov.
Using a shiny Makarov to remove some barbed wire.

SIG-Sauer P226 Mk 25

The SAS faction uses the SIG-Sauer P226 Mk 25 as their default handgun of choice. The choice of this particular model is odd, as the military of the UK uses regular P226/P226R pistols under the "L105A1/A2" designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational spec-ops group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.

SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm
SIG-Sauer P226 Mk 25 in lobby.
A recruit holds the P226 Mk 25.
Iron sights of the P226.
Reloading the pistol.
Reloading from empty.

Smith & Wesson Model 586

The base game's lone revolver, the Smith & Wesson Model 586 is available to the French GIGN. It appears as the "LFP586". This weapon is likely standing in for the Manurhin MR-73 revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard.

Smith & Wesson Model 586 with 6" barrel - .357 Magnum
Smith & Wesson Model 586 in lobby.
The S&W 586 in idle.
Aiming the Model 586.
Hitting the revolver's ejector rod.
Loading six rounds with the aid of a speed-loader.
A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a "Trust Exercise", which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype "Rhino" armor plates.
Cocking the hammer...

Inglis Hi-Power

The Inglis Hi-Power, a Canadian-manufactured version of the Browning Hi-Power, is used by the Canadian JTF2 Operators that appeared in the Operation Black Ice expansion. It appears under the strange name "MK1 9mm".

Inglis Hi-Power - 9x19mm
Inglis Hi-Power in lobby.
The Hi-Power in Buck's hands.
Iron sight view of the Inglis.
Inserting a new magazine.
Slide released; ready to go.

Desert Eagle Mark XIX

The classically absurd Desert Eagle Mark XIX is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion. It appears as the "D-50", similar to its name in other Ubisoft releases around the same time like Far Cry 3. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.

MRI Desert Eagle Mark XIX - .50 AE
Old menu model of the Desert Eagle.
Current model of the weapon.
"Having decided to forsake all sensible armament", Blackbeard brandishes the chrome Desert Eagle.
The non standard illuminated iron sights are nice and open, however.
Performing a mid-magazine swap with the "Deagle."
Blackbeard dramatically ditches out an empty magazine...
...and inserts a fresh one, 7 rounds of .50 Action Express.
The melee animation of the current Desert Eagle model, note the new color of the iron sights.
Aiming down the red & yellow irons.

Beretta 92

The Beretta 92 is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as "PRB92." Presumably, these pistols were intended to be vintage Taurus PT92 handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92.

On another note, the defender Caveira wields a unique "Luison" version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal more damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame).

Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm
Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm
The "PRB92" in the lobby. Note the rounded trigger guard, which has never been a feature of the Taurus series.
Luison in lobby.
The Beretta 92 in idle on the new Favelas map.
Iron sights.
Caveira wields her 92 one handed while in "Silent-Step" mode. Note that the "custom suppressor" is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.
Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant "holding the pistol as high as possible while dropping the mag" show of reloading.
Caveira racks the slide to chamber a round on her Luison. The alleged "non-lethal" rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.
One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.

SIG-Sauer P229 Elite

The P229 Elite is used by the SAT Operators from the Operation Red Crow expansion. It appears as simply the "P229".

SIG-Sauer P229 Elite - .40 S&W
P229 in lobby. Note the Elite beavertail frame with front strap checkering.
Hibana patrols the rooftop dojo, P229 Elite at the ready.
Aiming the P229 Elite.
Reloading. It predictably uses the same animations as the SAS's P226.
Fresh mag-in, preparing to release the slide from empty.

Heckler & Koch USP Compact

The Heckler & Koch USP Compact is used by the GEO Operators from the Operation Velvet Shell expansion. It appears as the "USP40".

Heckler & Koch USP Compact - .40 S&W
USP40 Compact in lobby. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance.
Jackal holds down a hallway with the USP40 Compact.
Aiming the USP40 Compact.
Mashing in a new magazine.
Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.
Melee bashing with the pistol.

Norinco QSZ-92

The 9x19mm variant of the Norinco QSZ-92 is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the "Q-929".

Norinco QSZ-92 - 9x19mm
QSZ-92 in lobby. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.
SDU operative Lesion skulks around outside with his QSZ-92.
Aiming at a hostile ice cream truck.
Ying reloads her QSZ-92.
Reloading the pistol from empty.
Lesion whips a heroin packet with his sidearm.

PR-15 Ragun

The Polish PR-15 Ragun was added to the game with the Operation Blood Orchid expansion. It is referred to as the "RG15", and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the season after Blood Orchid). It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a SIG-Sauer P228 with a red-dot sight.

PR-15 Ragun - 9x19mm
PR-15 Ragun in lobby. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.
Ela looks down a corridor with the PR-15 Ragun.
Aiming down the ROMEO1 red dot sight.
Reloading the PR-15 Ragun. Note the unusually large slide serrations.
Thumbing the slide release.
Meleeing with the PR-15.

CZ 75 Automatic

The CZ 75 Automatic using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the "C75 Auto", and is used by the 707th Special Mission Battalion operators. It is classified as Machine Pistol in-game.

The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).

CZ 75 Automatic - 9x19mm
CZ 75 Automatic in lobby.
Vigil points his CZ 75 Automatic at a suspect pantry.
Aiming down the sights. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in Call of Duty: Ghosts.
Reloading in the presence of a Buddha.
Rechambering the CZ.
Melee-ing. The slide is locked back in this instance.

Taurus 4510PLYFS

The Taurus 4510PLYFS is a sidearm option for Italian GIS Operators Alibi and Maestro, added in Year 3 Season 2 Operation Para Bellum. It is a .410 shotgun revolver that holds 5 rounds. In Siege, it is called the "Bailiff 410" and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.

Taurus 4510PLYFS - .410 Bore
The "Bailiff 410" in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.
The Taurus 4510PLYFS in game.
Aiming with the mini-reflex sight.
Ejecting the spent .410 shells.
Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, Gordon Freeman-style.
Punching a table.

Chiappa Rhino 40DS

The Chiappa Rhino 40DS, referred to in-game as the "KERATOS .357" ("keratos" being Greek for "horn"), was added in Operation Para Bellum, and can be used by both Alibi and Maestro. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the Nagant M1895, revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the Taurus 4510PLYFS and the Smith & Wesson Model 586, are both correctly shown as being unable to use a suppressor.

Chiappa Rhino 40DS (4" barrel version) - .357 Magnum
The Chiappa Rhino in the main menu. The markings read ".357 MAGNUM cal." on the first line, "Made in Italy" on the second, and "76481" (presumably a serial number) on the third.
Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.
Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.
Ejecting a set of spent cases from the cylinder...
...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&W Model 586 reload animation.
Pistol-whipping a table with the Rhino.

SIG-Sauer 1911 TACOPS

The SIG-Sauer 1911 TACOPS is the sidearm of Delta Force and GSUTR ("Grim Sky Urban Tactical Response Team", the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).

SIG-Sauer 1911 TACOPS - .45 ACP
The 1911 TACOPS in lobby. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.
Maverick holding his 1911 TACOPS.
Aiming down sights.
Removing the old magazine.
Inserting a new magazine.
Empty reload, removing the empty magazine.
Inserting new magazine.
Flicking the slide release to chamber new round.

CZ P-10 C

The CZ P-10 C is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky. It features a permanently-attached SIG ROMEO1 red dot sight like the PR-15 Ragun, and a blue flat-faced HB Industries aftermarket trigger.

CZ P-10 C with Trijicon RMR sight - 9x19mm
The P-10 C in lobby.
Clash holding her P-10 C.
Aiming through the affixed red-dot sight.
Removing a partly-empty magazine.
Inserting a new one.
The pistol's empty reload animation; Clash drops the mag out of her P-10 C...
...inserts a fresh one...
...and finishes by sling-shotting the slide to chamber a new round.

AMC Auto Mag

The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an AMC Auto Mag as their sole sidearm option. It goes by the rather generic moniker ".44 Mag Semi-Auto" in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.

The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous Desert Eagle Mark XIX), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.

High-Standard-manufactured Auto Mag - .44 AMP
The Auto Mag in the lobby. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.
Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.
The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.
Removing an empty magazine, with one round in the chamber.
When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.
Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.
Inserting a full magazine.
Giving the bolt a quick tug to send it back into battery.

CZ P-09 in CAA Tactical RONI-G2

Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the "P10 RONI" as a primary weapon option under the submachine gun category; despite having "P10" in the name, it is actually a CZ P-09, converted to full-auto and somehow mounted into a CAA Tactical RONI-G2 carbine conversion kit meant for Glock pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.

CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.
Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.
Render of the "P10 RONI" from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.
"P10 RONI" with Angled Grip attachment.
"P10 RONI" with Holographic Sight and Vertical Grip attachments.
The P10 Roni in game.
Aiming down sights.
Removing magazine before its empty.
Inserting new magazine.
Removing empty magazine.
Inserting fresh magazine.
Charging the gun.

Sphinx SDP Compact Duty

The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the Sphinx SDP Compact Duty with a "Krypton" (OD green) frame, going by the name "SDP 9mm" in-game.

Sphinx SDP Compact Duty - 9x19mm
The SDP in the lobby.

Submachine Guns

This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.

FN P90 TR

The FN P90 TR is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.

FN P90 TR - FN 5.7x28mm
FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).
The P90 TR in idle.
Iron sights.
Reloading the P90.
Chambering a new round. The "duct tape" is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.

Heckler & Koch MP5 MLI

The Heckler & Koch MP5 MLI is also usable by the GIGN Recruit and Defense operators. It appears as the "MP5". Its one of the few SMGs capable of using an ACOG sight.

Heckler & Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm
Heckler & Koch MP5 MLI in lobby.
Holding the Heckler & Koch MP5 MLI.
Aiming down the stock ironsights.
Reloading the MP5.
Thumbing the bolt, a rather downplayed variation on the HK Slap.

Heckler & Koch MP5K-PDW

The Heckler & Koch MP5K-PDW is available in the game. Its used by SAS recruits and Mute. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.

MP5K-PDW with its extended barrel with 3 lugs & folding stock - 9x19mm
Heckler & Koch MP5K-PDW in lobby.
The MP5K-PDW in the hands of a SAS Recruit.
Aiming down the sights.
Changing magazines.
About to push the bolt into battery.

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is issued to the GSG-9 Defense Recruit and Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in "Operation Black Ice" update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a "charm" mount instead.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
Heckler & Koch MP7A1 in lobby (Before "Operation Black Ice" update).
In-game view of the pre-"Black Ice" MP7A1.
Aiming through the MP7's iron sights. Similar to Medal of Honor: Warfighter, the sights are in the raised position.
Reloading.
Pressing the bolt release.

Heckler & Koch UMP45

The Heckler & Koch UMP45 is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in Far Cry 3 and Far Cry 4. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.

Heckler & Koch UMP45 - .45 ACP
The Heckler & Koch UMP45 in the lobby.
First-person view of the UMP45.
Aiming down the sights.
Reloading.
Cocking the UMP.

PP-19-01 Vityaz-SN

The PP-19-01 Vityaz appears as the "9×19VSN" and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.

PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm
Vityaz-SN menu model.
The Vityaz-SN in first person.
Iron sights. Note the B-13 despite no optic being equipped.
Removing a magazine.
Reaching for the charging handle.

MAC-10

A MAC-10 with the upper receiver of a MasterPiece Arms MPA10SST appears as the "SMG-11," as in Watch_Dogs, where it is one of the few secondary SMGs available. The shape of the ejection port denotes it as the .45 ACP version. The weapon is used by all SAS members, except Thatcher.

The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.

MasterPiece Arms MPA10SST with safety extension - .45 ACP
The "SMG-11" in the lobby; note the stock similar to a Micro Uzi's.
The MPA modified MAC-10 in first person.
Aiming down the sights.
Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.
Inserting a new magazine.

"SMG-12"

The "SMG-12" is a sidearm available to the Korean 707th SMB Operators, and appears to be a further development of the SAS's "SMG-11". It appears to be a hybrid of the MasterPiece Arms MPA935SST and MPA930DMG models with additional liberties taken with the design. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch.

While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.

MasterPiece Arms MPA935SST - 9x19mm
MasterPiece Arms MPA930DMG - 9x19mm
The "SMG-12" in lobby.
Dokkaebi rappels off a tower in Seoul, "SMG-12" in hand.
Aiming down the sights while in an elevator shaft.
Opening the bolt of the "SMG-12".
Inserting a new MPA-style MAC-10 magazine.
The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.

Magpul FMG-9

The Magpul FMG-9 is available in the game, and is exclusively used by Smoke and the SAS Defender Recruit.

Despite being a completely different weapon, it performs exactly like the MP5K.

Magpul FMG-9 in open form - 9x19mm
Magpul FMG-9 menu model.
The player character holding a Magpul FMG-9.
Aiming down the sights.
Reloading.
Thumbing the internal slide release.

C1 Submachine Gun

The C1 Submachine Gun, the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the "9mm C1", and is exclusive to the JTF-2 Defender Frost.

The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).

C1 Submachine Gun - 9x19mm
The C1 in the customization screen.
Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well.
Iron sight view of the C1 Submachine Gun.
Locking the bolt back on a full reload.
After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.
Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.

SIG-Sauer MPX

The SIG-Sauer MPX is one of the weapons available to the Navy SEAL Operator Valkyrie, and is simply referred to as the "MPX". It is a cross between the prototype version and the Gen 1 model, as it is shown with the left-side receiver components of the former, but with the right-side mag release and ejection port of the latter, as well as the collapsible stock of the Gen 1 model.

SIG-Sauer MPX, second prototype - 9x19mm
SIG-Sauer MPX, Gen 1 - 9x19mm
MPX in lobby.
Valkyrie wields the SIG MPX.
ADS view of the MPX.
Valkyrie rather dramatically pitches the gun upwards when swapping magazines.
She then turns the gun over to yank the charging handle.

Beretta PM12S

The Beretta M12, with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.

The weapon can be equipped with a long carbine-length barrel.

Beretta PM12S - 9x19mm
M12 in lobby.
The PM12S inside a favela laundry.
ADS of the PM12S.
Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.
Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.

Heckler & Koch MP5SD2

The Heckler & Koch MP5SD2 is one of the weapons available to the SAT Defender Echo. It is referred to as the "MP5SD". The weapon performs similarly like the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.

Heckler & Koch MP5SD2 - 9x19mm
MP5SD in lobby. Note the original SEF trigger group indicating the model being MP5SD2. A KAC M4 RIS is also attached by steel hose clamps to the handguard.
Looking a high tech display of some Tokyo towers.
Iron sights of the MP5SD2.
Locking the bolt back, same as the other faction's MP5 variants.
Fresh magazine loaded...
...and the aftermath of a gentle HK-slap.
Melee animation.

Minebea M-9

The Minebea M-9 is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the "Bearing 9".

Minebea M-9 - 9x19mm
"Bearing 9" in lobby. Minebea stands for "Nippon Miniature Bearing Company," which likely explains the odd in-game designation.
Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.
Aiming the M-9.
Reloading, basically the same procedure as seen on the M11.
Charging the M-9, Modern Warfare style (although Echo at least has the decency to use the vertical foregrip).
Breaking in to one of the display cases.
The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.

Angstadt Arms UDP-9

The Angstadt Arms UDP-9 is available in the game with the Operation Velvet Shell expansion. It is referred to as the "PDW9", and is used by the GEO operator Jackal, the only SMG available to the attacker's side that is considered a primary weapon. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.

Angstadt Arms UPD-9 PDW - 9x19mm
PDW9 in lobby.
The Angstadt Arms UDP-9 in idle.
ADS view.
Sliding in a new drum.
Chambering a round. Note that the bolt is static though, and doesn't move.
Bashing a drink glass with the collapsible stock.

TDI Vector

A Gen I / Gen II hybrid TDI Vector is available in the game with the Operation Velvet Shell expansion. It is referred to as the "Vector .45 ACP" (the same name it goes by in the Far Cry games), and is exclusive to the GEO operator "Mira". It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.

TDI / KRISS USA Gen I Vector - .45 ACP
Gen II KRISS USA Vector CRB Enhanced - .45 ACP
Vector .45 ACP in lobby. Note the Magpul UBR stock, the magazine assist, and that it has the Gen II stock adaptor and pistol grip, but a Gen I trigger.
Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.
Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.
Dropping a spent magazine.
Inserting a new one.
Charging the Vector.
Attacking the floorboards with the UBR stock.

"V308"

A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design "HK G56" by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell. It is referred to as the "V308".

"V308" in lobby.
"V308" in game being held by Lion.
Aiming down sights.
Removing the magazine.
Inserting a fresh 50 round drum.
Lion moves to hit the bolt release with the palm of his hand.
Hitting the ground with the Magpul stock.

Jianshe CS/LS2

The Jianshe CS/LS2 is one of the weapons available to the SDU Defender Lesion. It is referred to as the "T-5 SMG", and is depicted with an incorrect closed bolt operation.

Jianshe CS/LS2 - 9x19mm
Jianshe CS/LS2 in lobby. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads "Warning: Read Operating Manual before Use"
Lesion looks at a wall with his CS/LS2.
ADS view.
Tossing out a spent magazine.
Pulling the charging handle.
Bashing with the CS/LS2. Note the spent magazine on the floor.

CZ Scorpion Evo 3 S1 Carbine

The CZ Scorpion Evo 3 S1 Carbine, a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1. It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.

CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm
CZ Scorpion Evo 3 A1 - 9x19mm
The "Scorpion Evo 3 A1" in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.
The Evo 3 S1 Carbine in idle.
Aiming the Scorpion.
Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.
On empty reloads, Ela locks the charging handle back...
...changes magazines...
And drives it home with more thorough HK-slap than the gentle tap seen on the MP5 variants.
Meleeing with the Scorpion Evo 3.

Beretta Mx4 Storm

The Beretta Mx4 Storm is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.

Beretta Mx4 Storm - 9x19mm
The Mx4 in the lobby. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.
The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.
The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.
Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.
Sending the bolt into battery with a quick flick of the bolt release.
The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.

Brügger & Thomet MP9-N

The Brügger & Thomet MP9-N is one of the sidearms available to the SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky. It is referred to as the "SPSMG9", uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.

A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.

Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm
Brügger & Thomet MP9 in lobby. The suppressor model uses the correct proprietary B&T version and the "flash hider" uses the classic TMP muzzle device.
Clash holding her SPSMG9.
Aiming downsights.
Mid-reload.
Inserting a new magazine.
Empty-reload.
Inserting a new mag from empty.
Pulling the charging handle back to chamber a new round.

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the "AUG A3". It bizarrely has a capacity of 31 + 1.

Steyr AUG A3 9mm XS - 9x19mm
An officially-released render of the "AUG A3" from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.
The AUG A3 9mm XS in the lobby; this menu was updated with the release of Operation Wind Bastion.
The AUG A3 in the hands of Kaid.
Aiming down the submachine gun's sights.
Removing a dry magazine...
...inserting a fresh one...
...and finishing a reload by pulling back the charging handle.

Colt 9mm Submachine Gun

The Colt 9mm Submachine Gun, specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the "Commando 9", and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.

Colt 9mm Submachine Gun (R0991) - 9x19mm
Render of the "Commando 9" from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.
The "Commando 9" in the lobby.
Mozzie holding his "Commando 9" in game.
Aiming down sights.
Mozzie flipping the gun to shot the magazine out and catch it.
Inserting new magazine.
Flipping the gun to throw out an empty magazine.
Inserting a new fully loaded magazine.
Hitting the bolt release to chamber round.

Rifles & Carbines

With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.

AK-12

The 2013 prototype variation of the AK-12 is issued to the Spetsnaz recruit and operator Fuze.

File:AK-12 2013.jpg
AK-12 - 5.45x39mm, 2013 prototype
AK-12 menu model.
The AK-12 in first person.
Iron sights.
Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.
About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which is a feature of the current production model AK-12. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.

Enfield L85A2

The Enfield L85A2 is available in the game, and issued to all SAS Attackers. Despite having a long, railed handguard, it is not capable of using an angled foregrip.

It is also the primary weapon of the "White Mask" terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement, as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.

Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm
Enfield L85A2 in lobby. Note the shorter-than-normal barrel compared to the reference image.
The L85A2 in idle.
Aiming down the carry handle iron sights.
Inserting an empty magazine. Bullets have since been added in a patch.
Ignoring the bolt release, the recruit tugs the charging handle to release the bolt.

FAMAS F1

The FAMAS F1 appears in the game as the "F2" and so far incorrectly holds 30 rounds in 25-round magazines. It is used by the GIGN Attacker Recruit and Operator Twitch.

FAMAS F1 - 5.56x45mm
FAMAS F1 in lobby.
Twitch holds the FAMAS.
Aiming down the second pair of iron sights.
Inserting a new magazine.
Charging the FAMAS.

Heckler & Koch G36C

The Heckler & Koch G36C is available in the game, and exclusively used by FBI Attacker Ash.

Heckler & Koch G36C - 5.56x45mm
Heckler & Koch G36C in lobby. Note the strange texture on the magazine.
Ash modeling the G36C.
Aiming down the G36C iron sights.
Swapping magazines.
Releasing the bolt.

Heckler & Koch HK33A2

The Heckler & Koch HK33A2 appears as the "AR33", and is used by SAS Operator Thatcher and SAS recruits. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a "charm mount" was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.

Heckler & Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.
Heckler & Koch HK33A2 in lobby.
The HK33A2 in the hands of an SAS Recruit.
Aiming down the HK diopter sights.
Changing mags on the HK33.
Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.

Heckler & Koch HK416C

The Heckler & Koch HK416C is appears as the "416-C Carbine". Prior to the "White Noise" update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to the GSG-9 Recruit and Jäger.

The weapon can be equipped with a 14.5 inch extended barrel, which would technically make it a standard HK416.

Heckler & Koch HK416C ultra-compact carbine with 9" barrel - 5.56x45mm NATO
The HK416C in lobby.
A Recruit holds the HK416C.
*notices your iron sights*
Reloading a STANAG magzine.
Pulling the charging handle.

Heckler & Koch HK417

The Heckler & Koch HK417 is available to the GIGN attacker recruit, Twitch, and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but the in-game capacity is only 10 rounds.

Heckler & Koch HK417 with sights removed and 16" barrel - 7.62x51mm NATO
Heckler & Koch HK417 in lobby.
The HK417 in idle.
ADS view.
Reloading the 417.
Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.

Remington R4-C

A Remington R4-C appears simply as the "R4-C" and is available to the FBI SWAT recruit and offensive Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.

Remington R4-C - 5.56x45mm
Remington R4-C menu model. On the left side, one can see that the operator has written "pew pew" on the auto selector position in red marker pens.
The R4-C in first person, which is held by the magwell.
Iron sights.
Pulling out an old magazine.
Chambering a new round.

SIG SG 552

The SIG SG 552 is appears as the "552 Commando". Like in previous games, it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used by GSG-9 Attacker recruits and IQ.

SIG SG 552 - 5.56x45mm
SIG SG 552 in lobby. The magazine has an unusual waffle-like pattern.
The SG 552 in idle.
Iron sights.
Reloading the SIG SG 552.
Moving to tug the charging handle.

SIG-Sauer SIG556xi SWAT

The SIG-Sauer SIG556xi SWAT with a full-auto lower and a 16" barrel is available to operative Thermite and the FBI Recruit.

A fun little trivia: in the "Inside Rainbow" trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.

SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm
SIG556xi SWAT in lobby.
FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.
Aiming down the sights.
Reloading.
Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.

Steyr AUG A2

The Steyr AUG A2 is available in the game to the GSG-9 recruit and IQ. It is occasionally seen in terrorist hands in the Terrorist Hunt mode.

Steyr AUG A2 - 5.56x45mm
Steyr AUG A2 in lobby.
GSG-9 operator IQ holds the AUG A2.
Iron sights, note that these are folded down MP7 iron sights.
Inserting a new mag.
Charging the AUG.

SVU Dragunov

The SVU Dragunov appears as the "OTs-03", and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the "BOSG. 12.2", being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map "Presidential Plane", which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.

Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the "HDS Flip Sight", which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.

A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.

SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R
SVU Dragunov in lobby (pre-update).
Holding the SVU Dragunov.
Aiming with the regular sights.
Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.
Reloading the SVU.
Chambering a new round.
Lining up a headshot on a suicide bomber with the thermal lens. The "red tint" one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.
Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.
Butt-stroking with the SVU.

Colt Model 933

A Colt Model 933 with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the "C8 SFW", but is identifiable as a 933 by its 11.5" barrel. It also incorrectly has a cut in the barrel for an M203 grenade launcher.

It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the "Skeleton Key". Details of it can be seen below.

Colt Model 933 with 4-position stock - 5.56x45mm
An actual Colt Canada C8 SFW, for comparison - 5.56x45mm
The Model 933 in lobby. The front sight is replaced with a low profile gas block when an optic is added.
The Model 933 in first person.
Iron sight view of the 933.
Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.
Buck karate chops the oddly-shaped charging handle back to chamber a round.

C1A1

The C1A1, the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the "CAMRS", and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the "C8-SFW", Buck's special gadget the "Skeleton Key" (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.

It is only capable of semi-auto fire, accurate for a C1A1.

Canadian C1A1 - 7.62x51mm NATO
L1A1 SLR - 7.62x51mm NATO
CAMRS in lobby.
The C1A1, wielded by Buck.
View of the C1A1's distinct ring aperture rear sight.
Inserting a new magazine, which give a good view of the real name on receiver.
Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1.

FN SCAR-H CQC

The FN SCAR-H CQC has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the "Mk17 CQB".

The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.

File:2fff2537c0.jpg
FN SCAR-H CQC - 7.62x51mm NATO
Mk17 CQB in lobby.
Blackbeard's SCAR-H.
ADS view of the Mk17.
Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.
The uncommon sight of a bolt release being used in Siege.

Knight's Armament SR-25

The Knight's Armament SR-25 has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.

Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO
SR-25 in lobby. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.
Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.
Troy iron sight view.
Reloading the SR25 ECC.
Operating the charging handle.

DSA SA58 OSW Carbine

A DSA SA58 OSW Carbine standing in for the for the real-world updated Brazilian-made IMBEL M964 A1 MD-1 ParaFAL is the main battle rifle available to BOPE operator Capitão, under the name of "PARA-308". It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.

DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO
Actual upgraded IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO
PARA-308 in lobby. Note the different fire selector markings compared to the above SA58 OSW.
Capitão patrols a street with the OSW.
ADS view.
Inserting a fresh magazine of 7.62 NATO.
And lastly, a refreshing tab of the FAL's lesser known bolt release.

Howa Type 89-F

The Howa Type 89-F has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the "Type-89".

Howa Type 89-F - 5.56x45mm
Type-89 in lobby.
The Howa Type 89-F in-game.
Aiming the Type 89.
Changing out a 20-round STANAG.
Hibana uses her right hand to chamber a round when reloading from empty.
Rifle-butting a helicopter...

Colt Canada C7

The Colt Canada C7 is used exclusively by GEO Operator "Jackal" who was added with the "Operation Velvet Shell" DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the "C7E" in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.

C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm
C7E menu model. Note the lack of a muzzle device and any barrel threading.
Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.
Iron sights of the C7.
Reloading a PMAG.
Pulling the charging handle.
Melee attack of the C7E.

Daewoo K1A

A customized Daewoo K1A is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the "K1A" and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.

Daewoo K1A - 5.56x45mm
K1A in lobby. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a Z-M Weapons LR-300 stock.
The K1A in idle.
Aiming the K1A.
Reloading a STANAG magazine.
Empty reload; note the bolt release paddle is properly sticking out.
Pressing it in.
Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).

Troy Industries Rock SOPMOD M14

The Troy Industries Rock SOPMOD M14 is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated "Mk 14 EBR" and locked in semi-automatic.

Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO
Rock SOPMOD M14 in the weapon customization.
Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.
Aiming down the sights.
Removing the magazine.
In with a new one. Note the classic M14 flash hider; it can be attached as the "Flash Hider" barrel modification.
Releasing the bolt.
Melee animation of the Rock SOPMOD M14.

Beryl M762

A heavily customized Beryl M762 is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as "M762". It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a photoshopped AK reported by The Firearms Blog, which is an AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped in.

Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.
Beryl M762 - 7.62x39mm
The M762 in lobby. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.
Zofia shows off the Beryl M762.
Iron sights.
A foregrip-equipped Beryl, which gives a cleaner view of the rifle.
Reloading, which shows the unique foregrip that this weapon and the "BOSG 12.2" use.
Charging the M762.
Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.

Saritch

A compact version of the Saritch design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel. The in-game model is modeled quite closely after concept art from the designer. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the "Spear .308".

Saritch design concept - 7.62x51mm NATO (non-functional)
Saritch in lobby. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.
Saritch in game being held by Finka.
Aiming down sights.
Removing magazine from gun, which involves a very dramatic yank.
Inserting new magazine.
Pulling the charging handle to load new round.
Smacking a concrete wall.

M4A1 Block II

Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the "M4" appears to be a customized M4A1 Block II. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked "M4A1 Carbine" on the left side of the mag-well where the usual roll marks would be.

It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality this weapon would be restricted to single-shots as it would require the shooter to pull the gun's charging handle per shot.

Equipping the "M4" with the Heavy Barrel attachment gives it a longer (seemingly 16 inch) barrel, more in line the a normal M4A1, though still with the short DD forend.

M4A1 Block II - 5.56x45mm NATO
The M4A1 Block II Carbine in lobby. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.
Maverick holding his custom M4A1 Block II.
Aiming down the folding iron sights.
Removing empty magazine.
Inserting new magazine.
Pulling the standard looking charging handle to chamber a new round.
A fully kitted-out "M4" with the Heavy Barrel attachment.
A close up of the receiver, note the "Burst" marking on the selector.

Alexander Arms .50 Beowulf

The Alexander Arms .50 Beowulf is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the "AR-15.50", and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).

The weapon used Surefire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the Surefire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul handling loop; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.

Alexander Arms .50 Beowulf - .50 Beowulf
The .50 Beowulf in the lobby. Equipping a muzzle brake replaces the "birdcage"-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.
Maverick holding his AR-15.50.
Aiming down the familiar Armalite-style iron sights.
Removing the magazine.
Inserting a new mag, note that his hand is rather seriously clipping into it.
Pulling the charging handle.
The updated model with a STANAG magazine added in the Burnt Horizon update.

"AK-74M"

The "AK-74M" is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual AK-74M, the in-game weapon the appears to be an AKM customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.

The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.

More bizarrely, the lower receiver is marked "WASR-10 Cal. 5.45×39mm"; the WASR-10 is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.

Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.

AKM - 7.62x39mm
Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm
AK-74M - 5.45x39mm
A US imported Romanian WASR 10/63 - 7.62x39mm
A render of the "AK-74M" from Nomad Cosplay Guide. Note that, like many firearms in Siege, the AK features an M16A2-style flash hider by default.
A fully kitted-out "AK-74M", with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's MP9.
The hybrid AK in first-person. Note Nomad's gadget, the "Airjab Launcher", mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.
Aiming.
Removing an empty magazine...
...inserting a new one...
...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.
The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.

Beretta ARX-200

The Beretta ARX-200 is available for the GIGR attacker Nomad with the Operation Wind Bastion expansion. In comparison to her frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.

Beretta ARX-200 - 7.62x51mm NATO
Render of the ARX-200 from Nomad Cosplay Guide.
The ARX-200 in the lobby.
The ARX-200 in-game.
Aiming down the rifle's sights; yet another re-use of the irons from Bandit's MP7.
Removing an empty magazine...
...inserting a new one...
...and pulling the charging handle.

Thales F90

Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a Thales F90 as a primary option, an Australian improved derivative of the Steyr AUG.

Thales F90 - 5.56x45mm NATO
Render of the F90 from Gridlock Cosplay Guide.
The F90 in the lobby.
Gridlock holding the f90 in game.
Aiming down sights.
Removing Magazine.
Inserting new Magazine.
Pulling the charging handle back when gun is empty.
Inserting Full magazine.
Hitting the charging handle to chamber new round.

Machine Guns

With exception to the mounted DP-28 (technically a special gadget) and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.

Degtyaryov DP-28

The Spetsnaz operator Tachanka can deploy a tripod-mounted Degtyaryov DP-28. Despite being referred as the RP-46 (belt-fed version with a pistol grip), it has the original buttstock and magazines (with an incorrect 60-round capacity – this would be correct for the DT variant, though – instead of 47) of the DP-28, and Tachanka does refer to it as "DP-28" sometimes when deploying it. Tachanka has been said to seek out original Soviet-made parts for his weapon, however, and even going so far as to mill his own if he can't find such, making it possible that he's modified an RP-46 into a weapon resembling the DP-28.

A patch released in December 2016 added a reinforced glass shield to the turret (modeled after this particular shield, and marked with the Russian word for "Lord" acknowledging the Lord Tachanka meme), making its usage somewhat more viable. With the release of "Operation: Blood Orchid", the deploy animation is a bit faster, as Tachanka keeps a magazine loaded in the machine gun at all times, instead of having to load and unload when setting up or moving the turret.

Degtyaryov DP-28 machine gun - 7.62x54mm R
Tachanka's DP-28 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.
Tachanka's profile, armed with his mounted DP-28.
Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.
Manning the Degtyaryov.
Reloading the magazine.
Pulling the custom ambidextrous charging handle.
Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.
Deploying the Degtyaryov.
Pointing the steel beast at his hapless victim admiring audience.
Tachanka gives the shield a punch after finishing his work and going mobile.
The DP-28 in Tachanka's operator video.

Heckler & Koch G8A1

The G8A1, the German military version of the Heckler & Koch HK11A1, is available in the game for IQ and the GSG-9 Recruit. It has a G3 rear sight, added rails, and uses X Products X-91 50-round drum magazines.

Heckler & Koch HK11E - 7.62x51mm NATO
Heckler & Koch G8A1 in lobby.
The HK G8A1, held by IQ.
Aiming down the sights.
Reloading an X-91 drum.
Locking the bolt back on an empty reload.

PKP Pecheneg

A PKP Pecheneg with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Recruit, Fuze, and Spetsnaz CBRN specialist Finka. Some suicide bombers also use it in Terrorist Hunt; they are a force to be reckoned with.

PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R
The PKP Pecheneg bullpup in lobby.
Fuze holding the PKP. Note that it is labeled by its GRAU index of "6P41" in game.
ADS view; an AK12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.
Opening the tray cover.
Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.

M249 SAW

The second option for BOPE attacker Capitão is the M249 SAW. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber.

Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round Surefire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly impossible, the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.

M249 SAW - 5.56x45mm
M249 Paratrooper - 5.56x45mm
M249 in lobby.
M249 SAW in idle.
View down the rather beat-up iron sights.
Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.
Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.
And finally, a tug of the charging handle.
Render of the M249 from Gridlock Cosplay Guide.
The M249 SAW with Scope attachment.

Norinco QBB-95

The Norinco QBB-95 is available in the game with the Operation Blood Orchid expansion. It is indexed as the "T-95 LSW", and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QBB is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.

Norinco QBB-95 - 5.8x42mm
File:T97.ca.jpg
EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington
Norinco QBB-95 in lobby.
The QBB-95 in idle.
Aiming.
Reloading the drum magazine.
Charging the QBB.
Stock attack of the weapon.

Krytac Trident LMG-E

The same airsoft gun based on the Ares Shrike from Ghost Recon: Wildlands appears in Siege under the designation of "LMG-E". The "LMG-E" is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.

Airsoft Krytac Trident LMG-E
"LMG-E" in lobby.
The "LMG-E", idle.
Iron sights.
Opening the top cover.
Inserting a new belt box, which holds 150 rounds.
Feeding the ammunition belt into the receiver.
Charging the "LMG-E".
Melee animation.

CETME Ameli

The CETME Ameli is added in Operation Para Bellum as the "ALDA 5.56". Being a primary option for Defense Operator Maestro, it is the only portable LMG available to Defenders.

CETME Ameli - 5.56x45mm
The CETME Ameli in the main lobby.
The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.
Aiming down sights.
Lifting the tray cover to remove the spent belt box.
Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard "attach the belt box first and then pull out the belt" procedure.
Pulling the charging handle.
Hitting a table with the stock of the Ameli.

Shotguns

Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in "redecorating" the interiors throughout the game's levels, except for the ones that fire slugs.

Benelli M4 Super 90

The Benelli M4 Super 90 is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.

Benelli M4 Super 90 with 4-shot tube - 12 gauge
Benelli M4 Super 90 in lobby.
The M1014 in the hands of Thermite.
Using the iron sights.
Loading a shell into the M1014's chamber.
Loading the tube magazine.

FABARM SDASS Compact

A FABARM SDASS Compact with ghost ring sights of the "Tactical" model appears as the "SG-CQB". It can be used by every GIGN operator sans Montagne, who favors "Le Rock," a massive riot shield in exchange of a primary weapon.

FABARM SDASS Compact - 12 gauge
FABARM SDASS Tactical - 12 gauge
Heckler & Koch FABARM SDASS Tactical in lobby.
Twitch holds her FABARM.
Aiming the shotgun.
Dropping a shell into the chamber.
Reloading the rest of the magazine.

Saiga-12K

A heavily customized Saiga-12K, most closely resembling ones customized by the Hatcher Gun Company, appears as the "SASG-12" (which The Division followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though the attacker recruit and Finka may use it as well.

The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.

Saiga-12K - 12 gauge
A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge
Custom Saiga-12K in the lobby.
First-person view of the Saiga.
Aiming down the sights.
Inserting a new magazine.
Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.
Melee animation of a snake-skinned Saiga.

Mossberg 590A1 Blackwater

The Mossberg 590A1 Blackwater is available in the game, issued to the SAS. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.

The weapon lacks damage, but offers decent RoF and recoil control.

Mossberg 590A1 Blackwater - 12 gauge
Mossberg 590A1 Blackwater in lobby.
Holding the Mossberg 590A1 Blackwater.
Aiming the shotgun.
Chamberloading the Mossberg.
Filling up the rest of the tube.
The business end of a terrorist's M590A1.

Remington 870 (G&P M870 RAS)

A short-barreled Remington 870 equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to both the GSG-9 Attacker and Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&P M870 RAS, an airsoft Remington 870.

The weapon is the second most powerful shotgun in the game, although somewhat "balanced" by the fact that its efficiency diminishes greatly beyond point-blank range.

Airsoft G&P M870 RAS
M870 in lobby.
A GSG-9 recruit models the M870.
Aiming.
Reloading. Placing a shell into the M870's chamber.
Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.

Benelli M3 Super 90 Shorty

The Benelli M3 Super 90 Shorty has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the "Super 90," and operates exclusively in semi-automatic mode.

Benelli M3 Super 90 Shorty - 12 gauge
Super 90 in lobby.
Benelli M3 shorty in first person.
ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.
Frost has not yet mastered the technique of chamber-loading this Benelli....
Loading more shells in the tube.

M26 Modular Accessory Shotgun System

The JTF-2 operator Buck uses the M26 Modular Accessory Shotgun System as his gadget, equipped to whatever primary weapon (i.e. "C8-SFW" or "CAMRS") he is using. It is named the Skeleton Key, an obvious allusion to the Knight's Armament Masterkey's name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in Siege) shotgun. It has a very large spread that limits its use in combat and at range, but is very destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in previous games, the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.

M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO & 12 gauge
M26 MASS mounted to a Model 933 in lobby.
M26 MASS mounted to a CAMRS in lobby.
Activated M26 MASS on the Model 933.
Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.
Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.

Franchi SPAS-12

The Franchi SPAS-12 was released in the Operation Dustline update as a possible loadout option for Navy SEAL operator Valkyrie. As with the Benelli M3, it operates only in semi-automatic mode.

Franchi SPAS-12 - 12 gauge
SPAS-12 in lobby.
The SPAS-12 in first person.
Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in Far Cry 3 and 4.
Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.
In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.

Franchi SPAS-15

The last addition of the Operation Skull Rain update is the SPAS-12's successor, the Franchi SPAS-15, used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.

Franchi SPAS-15 - 12 Gauge
SPAS-15 in lobby.
SPAS-15 in-game view.
ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.
Reloading the SPAS-15 mid-magazine.
Releasing the bolt....after making a new window.

Benelli Supernova

The Benelli Supernova has been available in the game since the Operation Red Crow expansion release, and is available to both SAT Operators. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.

Benelli Supernova with pistol grip stock combination - 12 Gauge
SuperNova menu model. Note the green furniture.
Hibana holding the Benelli Supernova.
Iron sights.
Pumping the Supernova.
Chamberloading the Benelli.
Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.
Melee attack.

FABARM STF 12

The FABARM STF 12 is available for both G.E.O. operators introduced in Operation Velvet Shell, and comes in two variants, the Pistolgrip F.E. (without the muzzle brake) as the primary "ITA12L" and the Short Initial as the secondary "ITA12S". The ITA12S was the only secondary shotgun available in the game until the release of the "Super Shorty" in Operation Burnt Horizon of 2019.

FABARM STF 12 Pistolgrip F.E.

FABARM STF 12 Pistolgrip F.E. - 12 gauge
ITA12L in lobby.
The STF 12 in-game.
Aiming.
Reloading the STF 12 from empty.
Loading the tube magazine.
Hitting a pillow with the stock.

FABARM STF 12 Short Initial

FABARM STF 12 Short Initial - 12 gauge
ITA12S in lobby.
The STF 12 Short Initial in idle.
Chamberloading the shotgun.
Stuffing more shells into the tube.

Crye Precision Six12

The Crye Precision Six12 is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as "SIX12" for Attack operator Ying and the integrally suppressed as "SIX12 SD" for Defense operator Lesion.

Standard

Crye Precision SIX12 (2nd prototype) - 12 gauge
The SIX12 in lobby.
Ying's Six12 in idle.
Aiming down the MBUS iron sights.
Reloading.

Suppressed

Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge
Lesion's SIX12 SD.
Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.
Inserting a fresh cylinder on the SD variant.
Stock attack of the Six12. Note that the "SIX12" engraving on the magazine can be seen on certain revolutions of the cylinder.

Fostech Origin-12

The Fostech Origin-12 is available in the game with the Operation Blood Orchid expansion. It is referred to as the "FO-12", and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.

Fostech Origin-12 SBS with 5-round magazine - 12 gauge
The Origin-12 in the lobby. The in-game weapon uses the 10-round magazine.
Ela checks a suspicious garage door with her Origin-12.
Aiming down the "diamond" sights.
Reloading the Origin after revealing the dastardly delivery van that was hiding outside.
Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.
Meleeing with the shotgun.
Fostech Origin-12 - 12 gauge
The extended barrel attachment turns the Origin-12 SBS back into its factory variant.

"BOSG.12.2"

The "BOSG.12.2" (BOSG presumably standing for Break-Open Shotgun, compare with how "SASG" likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the Mossberg Maverick HS-12 and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.

During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the "Presidential Plane" map, something only Glaz's SVU can do, but this ability was later removed in the official release.

Maverick HS-12 Thunder Ranch - 12 gauge
Stoeger Double Defense Over and Under - 12 gauge
Preview of the "BOSG.12.2".
The "BOSG.12.2" in idle.
Aiming the shotgun; these sights appear to be Advantage Tactical pyramid pistol sights.
Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.
Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.
Stock attack.

AA-12

Added in Operation Para Bellum, the "ACS12" is a modified AA-12, and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the Mk 14 Enhanced Battle Rifle's Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).

Of note is that the addition of the "ACS-12" marks the appearance of Siege's first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.

Incidentally, the name "ACS-12" was first used for this weapon in a previous Ubisoft game, Splinter Cell: Blacklist. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.

AA-12 - 12 gauge
The "ACS12" in the main lobby. This camouflage finish is, interestingly, the default skin for this weapon.
The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads "Mil-spec 1913 Rail" on the first line, and "Scope Mount" on the second.
Aiming the shotgun; someone should probably let Bandit know that Alibi stole his MP7A1's sights.
Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...
...inserting a fresh one...
...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.
Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.

Akdal Arms MKA 1919

GIGR defender Kaid can utilize a heavily customized Turkish-made Akdal Arms MKA 1919 semi-automatic shotgun. The customizations include the lower receiver being modified to fit a Bushmaster ACR stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13" barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines. Simply dubbed "TCSG12" in-game, it is available with the Operation Wind Bastion expansion. The weapon's only barrel attachment is the suppressor. The shotgun fires slugs, just like the "BOSG-12.2", and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else.

Akdal MKA 1919 - 12 gauge
A custom "Tac 19" Akdal MKA 1919 by RRA with modified Chaos quad-rail.
A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.
The custom Akdal MKA 1919 in the lobby.
The other side. Note the charging handle.
Kaid holding the heavily customized Akdal MKA 1919.
Aiming down sights.
Removing the magazine during a partial reload.
Loading a new magazine. The markings on the magwell read "Made in Turkey".
Pulling the bolt back before removing empty magazine.
Flipping the empty magazine out of the gun.
Inserting a new magazine.
Pressing the bolt release to chamber a new round.

Remington 870 MCS

While referred to as a "Super Shorty", the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a Remington 870 MCS, in the short-barreled "Masterkey" configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).

Remington 870 MCS Masterkey - 12 gauge
The MCS Masterkey in the lobby.
Mozzie holding the "Super Shorty".
"Aiming"; the MCS doesn't come with any sights by default, making this a bit of a pointless exercise.
Loading a shell into the chamber...
...then another 2 in the tube.

Launchers

Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, and Nomad's Airjab Launcher, not listed here for one reason or another.

Heckler & Koch M320

The Heckler & Koch M320, indexed as "M120 CREM," is used by the FBI SWAT operative "Ash". It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. Ingame it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.

To the relief of some and the disappointment of others, the game's list of "breachable surfaces" does not include enemies; although getting directly struck with the shell deals a decent amount of damage. While the breaching round itself also has a small blast radius, getting caught in the explosion of an armed round deals a large amount of damage.

Heckler & Koch M320 with optional telescoping stock - 40x46mm
Ash with the customized Heckler & Koch M320.
Aiming the M320 with non-standard sights mounted directly on top, similar to the HK69A1. The Closed Alpha launcher had them on raised rails like the image above.
Handling another breaching round.
The "M120 CREM" barrel loaded and about to be closed.
The update from "Operation Blood Orchid" altered the M320's reload animation; Ash keeps the muzzle pointed up now.
Bashing with the pistol grip.

Grenades & Explosives

Equipment in this category are all non-exclusive "generic" gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.

C4

Bundles of C4 charges, somewhat strangely referred to as "Nitro Cells", are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.

The weapon is currently the most powerful explosive available, capable of instantly incapacitating or outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence.

M112 C4 Demolition Charge
C4 in game.
C4 in game.

M18 Smoke Grenade

The M18 smoke grenade is available to attacking operators.

M18 smoke grenade
M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).
M18 smoke grenade in game.

M67 Hand Grenade

The M67 hand grenade is given to some attacking operators.

The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.

M67 hand grenade
M67 hand grenade in game.
M67 hand grenade in game.

M84 Stun Grenade

The M84 stun grenade is another non-lethal grenade for attackers.

M84 Stun Grenade
M84 Stun Grenade in game.
M84 Stun Grenade in game.

M18A1 Claymore Mine

The M18A1 Claymore was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.

Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.

M18A1 Claymore anti-personnel mine
Back of the Claymore in the loadoout screen, note the warnings.
And a triple laser beam trigger device is glued on the enemy-facing side.
Claymore in-game.

T13 Beano grenade

The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (infact you'd actually have to throw it directly at someone to get any kind of decent damage). Although, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.

T13 Beano impact grenade
The Beano grenade in the lobby; note that the model somewhat concerningly lacks a pin...
...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.
Vigil observing the results of chucking a grenade at a wall.

Other

PP-19 Bizon

A PP-19 Bizon is seen in the map "Clubhouse", in the basement, though it isn't available for use in-game.

PP-19 Bizon-1 - 9x18mm Makarov
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AK-107

In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be AK-107 rifles.

AK-107 with experimental 60-round magazine - 5.45x39mm
Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.
RSS AK107-1.jpg

Mk 19 Grenade Launcher

GSG-9 operative Jäger tests his trademark active defense system against a remote Mk 19 Grenade Launcher firing a training 40mm round in his introduction video.

Mk 19 grenade launcher in vehicle mounting - 40x53mm
The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.
The business end of the mean machine.

RPG-7

An RPG-7 is seen in the map "Clubhouse", in the basement.

RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm
Rainbowsix 2016-05-10 02-58-47.jpg

AN/M14 Incendiary Grenade

Blackbeard's "Guerrilla" elite skin features an unusable AN/M14 incendiary grenade, attached to his chest by seemingly nothing.

AN/M14 incendiary grenade (modern version with black/orange color scheme & M83-type body)

M26 Hand Grenade

Blackbeard's aforementioned elite skin also features an unusable M26 hand grenade attached to his belt.

M26 hand grenade

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