Hot Dogs, Horseshoes & Hand Grenades
Hot Dogs, Horseshoes & Hand Grenades, also known as H3VR, is a virtual-reality shooting gallery game with an emphasis on realistic weapon operation. Using the HTC Vive's motion controllers players can manipulate individual rounds in a magazine, pull the cocking lever, flip safeties, deploy a bipod, fold or collapse the stock, dry-fire, and even adjust the zeroing on sights and scopes. The axis of the motion controller even conforms to the angle of each individual weapon's grip.
The following weapons are seen in the video game Hot Dogs, Horseshoes & Hand Grenades:
Beretta 92FS (modified)
Replicas of the modified Grammaton Cleric pistol from the movie Equilibrium are in the game. The Grammaton Cleric comes in full-auto, and boasts the same interesting muzzle flash as the movie gun.
Screen-used rubber stunt gun. Note that this weapon lacks the selector switch of the detailed Hero gun.
While having fun in the gun-fu range, we get a reload and a good look at the Cleric model.
Beretta 950BS Jetfire
The Beretta 950 Jetfire is one of the available firearms in-game. It also comes in gold with pearl grips.
Beretta 950BS (Post 1968) Jetfire - .25 ACP. This has the thumb safety that the pre-1968 models do not.
Doing a little bit of posing with the Jetfire while using a 1911 as a scale to compare from.
A nice touch, you can pop the barrel open and load it from there.
But what is a tiny pocket pistol without a gold-plated version?
The Beretta M9A1 is one of the available firearms in-game, and comes with a threaded barrel.
Sometimes you want to save your hearing, so use a suppressed M9A1.
Beretta Px4 Storm
The Beretta Px4 Storm is one of the available firearms in-game.
Beretta Px4 Storm - 9x19mm
A little time at the range, and some fresh rounds for the Px4.
The Browning Hi-Power was added as a Christmas update.
Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm
The character reloads his Hi-Power while making the Winter Wonderland a whole less peaceful.
The M1911A1 is one of the available firearms in-game. Also comes in gold and nickel-plated versions. A unique gold-plated version with unlimited ammunition, full-automatic fire capability, and a length of about 1 meter is available in the Meatmas level, which is fittingly referred to as the "Floppy McLongflopper".
Pre-War Colt M1911A1 Pistol - Commercial Model known as the "Colt Government Model" - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.
Preparing to shoot up some watermelons with an M1911A1.
Starting things off, as always, with a quick sound check.
The M1911A1's sights; a set of nice, clear, aftermarket 3-dot illuminated irons.
7 rounds later, the M1911A1 locks empty.
Rock Island Armory M1911A1 Pistol that was bright nickel
plated by the owner (with Pearl grips) - .45 ACP
Here's the nickel-plated version...
...and here's the golden one.
CZ 75 SP-01 SHADOW
The CZ 75 SP-01 SHADOW is one of the available firearms in-game.
CZ 75 SP-01 SHADOW - 9x19mm
Racking the SHADOW while giving the viewers at home a good look at that model.
Desert Eagle Mark VII
The Desert Eagle Mark VII .44 is one of the available firearms in-game.
IMI Desert Eagle Mark VII - .44 Magnum
Wrists? Who needs wrists?
So far the only appearance of this fairly rare French machine pistol, the UNION was a version of the Ruby made in full auto with a large horseshoe magazine. Comes in full-auto only, but without the loading tool.
When you have a game with Horseshoe in the name, you need some gun involving horseshoes.
The Glock 22 is one of the available firearms in-game, available with a full-auto mode (possible in real life with a conversion kit). Update #46 gave SWB (Soldier Weinerbots) the ability to use these.
Glock 22 3rd Generation - .40 S&W
Deciding that iron sights are for squares, the character tacks on his hip front rail.
Update #50 added a Kimber Warrior, fitted with non-standard grip panels, raised red illuminated iron sights, and a permanently-attached red dot sight.
A nice, close look at the Kimber Warrior. Also seen here is the indoor range's target board; it leaves a black mark wherever a shot is placed on the corresponding target downrange, with the most recent hit being red.
A view through the Warrior's integrated RDS, which also shows off the co-witnessed illuminated sights. Meanwhile, RSOs around the world wince at the direction that the pistol is pointed.
The Warrior, locked open after a successful mag dump. The extended magazine seen here was added to the game with the weapon, holds 11 rounds, and can be freely interchanged with the standard 7-rounders.
Loading a new magazine into the Warrior.
The Luger P08 is another handgun option in-game, added through Update #47.
Luger P08 - 9x19mm Parabellum
A pre-release render of the Luger, complete with magazine. This image was also used to tease several other weapons to come, including an MP40
, a Sturmgewehr 44
, and a Karabiner 98k
The P08 steps up to the plate, determined to make a better score on the target than the M1911A1.
Loading a magazine into the Luger; the windowed magazines do, in fact, show the rounds inside of them, both in amount and in type.
Chambering a fresh 9x19mm round. Another nice touch, the barrel and upper frame move slightly backwards as the toggle is pulled, correctly showing the weapon's short-recoil operation.
The icing on this subtle-detail cake, however, is the Luger's external extractor, which pops up when a round is present in the chamber.
Aiming; the sights are typical of pistols of the era- that is to say, small.
Unbothered by this, the invisible pair of hands holding the P08 open fire.
Update #43 introduced the Mauser C96
to the game. The weapon holds 10 rounds of the 7.63x25mm Mauser cartridge (which, like some in the game, was added before there were any weapons that could use them), and can be reloaded round-by-round or with a 10-round stripper clip.
Pre-War dated Mauser C96 "Broomhandle" Commercial Version - 7.63x25mm Mauser.
Nothing quite like sitting back, relaxing, and admiring a beautiful early selfloading handgun.
Taking a close look at the inside of the magazine...
...before loading it with a stripper clip. 10 rounds of 7.63x25mm Mauser, straight into the magazine.
Seeing a charging paper target, "Wurston Churchill" opens fire. Despite there being a cutout for a shoulder stock in the grip's backstrap, no such attachment is available in-game.
10 rounds later, he surveys the damage. Note the rear sight, adjustable for distances far in excess of the weapon's effective range.
Moses Brothers Self-Defense Engine Frontier Model B
Unlocked as a reward, the "Frontier Model B" is a precise replica of Captain Malcom's gun from Serenity and Firefly. While the original prop was actually a Taurus Model 85 in a multi-part casing meant to make it look like a semi-automatic, magazine-fed handgun, in-game it is just that- a magazine-fed, semi-automatic handgun that holds 6 rounds (plus one in the chamber) of the proprietary .36 Moses cartridge.
The prop of Mal's handgun, as seen in Firefly
Remington Rolling Block
The Remington Rolling Block pistol is one of the available firearms in-game.
Remington Rolling Block Cavalry - .50
Taking a good look at the Rolling Block while doing some target shooting.
Ruger Mk III
The Ruger Mk III is one of the available firearms in-game.
Ruger Mk III pistol stainless with standard weight barrel - .22 LR
And later breathing in the sweet smell of spent gunpowder.
SIG-Sauer P250 Compact
The compact two-tone version of the SIG-Sauer P250 is one of the available firearms in-game.
Early Model SIG-Sauer P250 Compact with two-tone finish - 9x19mm
A good view of the P250 while in mid-reload.
The Tokarev TT-33 is one of the available firearms in-game.
Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.
While doing some warehouse plinking, a reload reveals the weirdly chunky TT-33 grip.
The Volcanic Repeater with functioning lever and loading gate is one of the available firearms in-game. It's based on an early Smith and Wesson produced Navy model, with iron frame over the later brass frame.
Volcanic Repeating Arms "Navy" Pistol - .41
While out in Wurstworld, you have to admire the detail in the Volcanic.
The Walther PPK in .380 ACP is one of the available firearms in-game.
Walther PPK - 7.65x17mm Browning aka .32 ACP
While debuting a few new guns, you have to pause for one of the most famous pocket pistols.
All versions of the Chiappa Rhino are in the game, including the 20DS, 40DS, 50DS, and 60DS models.
Chiappa Rhino 50DS (5" barrel version), early model - .357 Magnum
Papa Rhino comes forth to speak in front of the whole family reunion.
Colt Single Action Army
Update #42 made the Colt SAA available for use in-game, specifically the 5.5" barreled model; this was the first single-action revolver added to H3. Of note is that the weapon will fire if it is dropped on the hammer, provided that the hammer is uncocked and resting on a loaded chamber. This interesting, realistic touch is a trait shared by the other single-action revolvers added to the game later, including the Reichsrevolver M1879 and the Nagant M1895.
Colt Single Action Army with 5.5" barrel known as the "Artillery" model- .45 Long Colt
Pressing the appropriate touchpad key readies the weapon for loading and unloading, half-cocking the hammer and opening the loading gate.
Loading the revolver. As expected, the weapon holds more than enough rounds to kill anything that moves- which is to say, 6.
Pointing the SAA at a target.
Fanning the SAA's hammer. A fast, enjoyable way to fire, if not a terribly accurate one.
LAPD 2019 Blaster
Update #43 introduced the LAPD 2019 Blaster from Blade Runner, referring to it as the "LAPD 2019 Special" (another one of its common names). It is perhaps one of the most intricate depictions of the weapon in any piece of media (and most certainly the most complex weapon in the game): The weapon, at its core, is a 5-shot, swing-out cylinder DAO revolver, chambered for the proprietary (and fictional) 10mm DSM (Discarding Sabot Magnetic) cartridge. This cartridge has a variety of available ammo types, including: "Slugger" rounds (the weapon's default ammunition type; a hard-hitting, high-impact round), fragmentation rounds (yes, the weapon can fire grenades), "Swarm" rounds (multi-projectile, shotgun-like rounds), tracer rounds, "Turbo Penetrator" rounds (a high-velocity armor-piercing round that doesn't impart much energy, but can penetrate a variety of targets), and highly sensitive, surface-adhering, low-velocity, motion-sensitive proximity mine rounds (while the sensitivity is nice for dealing with enemies, it also means that they can be detonated by other things, including miscellaneous nearby moving objects, other proximity mines as they fly through the air, and even simply being fired in the charged mode, meaning that their sensitivity can be either a benefit or a hazard). Furthermore, the hollow underneath the weapon's barrel is storage for the weapon's batteries (which bring the profile fully into line with the original prop, complete with LEDs that change color as the battery loses charge) used in the railgun-assisted mode, which dramatically increases muzzle velocity, at the cost of creating massive amounts of heat (as one would expect from a railgun). To help slow the weapon's overheating, heat sinks (called "thermal clips" in-game) are placed into what was the Steyr Mannlicher Model SL's chamber on the original prop (the bolt handle is turned to expose the heat sink, and pulled back to eject it if necessary); these have to be replaced regularly to prevent the weapon from overheating critically. As the weapon overheats, its barrel will begin to put off steam, then glow progressively brighter and brighter, while the accuracy and battery efficiency suffer; eventually, if the weapon reaches its highest heat level, its barrel will be permanently damaged, causing a significant drop in accuracy even after the weapon cools down.
The original prop from Blade Runner
This weapon can either be viewed as the result of countless years of scientific research and development, or as the result of firearm kitbashing, but either way, it's undeniably beautiful.
The revolver's cylinder, open and ready for loading. Note the red dot on the ground; this is from the weapon's integrated laser sight (the small rod just to the left of the cylinder, with a red end), which is active whenever the weapon is held.
The various ammo types available for the weapon. From top to bottom: Swarm-Shot, Slugger, Fragmentation, Prox-Mine, Tracer, and Turbo-Penetrator. Decisions, decisions...
Loading the weapon up with some "Slugger" rounds.
Firing the weapon. The fact that this is a faithful recreation of the original movie prop means that it doesn't have any iron sights, though the integrated laser makes that a bit of a moot point.
As impressive as the weapon is, one can't help but feel like something's missing...
A closeup of the battery. The color of the LEDs changes as their power is drained; they start out green, changing to yellow, orange, and eventually red when empty. The markings read "L.A.P.D. MODEL 2019 A.N.2. 10MM DSM".
Firing a charged shot from the LAPD produces some impressive particle effects. The back of the laser sight doubles as a capacitor charge indicator; when the weapon is set to auto-charge, there is a short, but noticeable, delay between shots, wherein power is drained from the battery and transferred to the capacitor.
Opening up what was once a chamber reveals the downside of this increased power is an increase in excess heat, which is stored in these heat sinks. The markings here read "MADE IN CALIFORNIA" and "10816", the latter presumably being a serial number.
Failure to replace the heat sinks frequently enough results in... this.
If this problem is ignored even further, it only gets worse; the particles close to the weapon are actually pieces of the inside of the barrel, the ejection of which has a rather predictable effect on the weapon's accuracy.
Firing a proximity mine round, whilst simultaneously ignoring just about every rule of every shooting range ever. The mine is the red hexagonal object, currently flying through the air. How an object that size can fit into a 10mm barrel is anybody's guess.
The blast of the aforementioned mine, which was detonated by throwing a spare round at it.
The Nagant M1985 was added through Update #47. It holds 7 rounds of 7.62x38mmR Nagant ammunition, of which only it uses. Notably, it is treated as single-action only, the reasons for this being twofold: the weapon was built to use the same code set as the Colt SAA and Reichsrevolver M1879, and the Nagant has a notoriously heavy trigger pull in double-action due to its unique gas-seal mechanism; while it wasn't the original intended purpose, this also allows the weapon to be effectively suppressed, a capability that is emulated in-game. This single-action behavior could also be indicative of the so-called "Private's Model" variant of the Nagant, which was in fact SAO.
Nagant M1895 - 7.62x38mmR Nagant
The Nagant in-game. An excellent choice, regardless of whether you're shooting attacking Huns or retreating Reds.
Loading in a round. The round isn't a spent casing; the brass case of the 7.62x38mm cartridge extends beyond the bullet, in order to make the gas-seal system work.
The Nagant's sights. A bit cramped, but workable.
Interestingly, the Nagant's hammer can be fanned in-game; this is likely the first piece of media wherein such a thing is done with a Nagant.
A closeup of the Nagant's cylinder, which shows an interesting detail: when the hammer is cocked...
...the cylinder actually moves forward, creating a gas-tight seal between the chamber and the barrel.
The Nagant's unique gas seal system also allows for... this.
Added through the long-awaited Update #45, the Reichsrevolver M1879 is available for use in-game, and is (understandably) the only weapon in-game to use the 10.6x25mmR cartridge.
Reichsrevolver M1879 - 10.6x25mmR German Ordnance
Smith & Wesson Model 10
The Smith & Wesson Model 10 with 5" barrel is one of the available firearms in-game.
Smith & Wesson Model 10 Revolver - .38 Special
Having realized that Wurstworld has other wheelgun options, always opt for the gun that cost the most to order from Montgomery Ward.
Smith & Wesson Model 29
The Smith & Wesson Model 29 is one of the available firearms in-game.
Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
The icon for the "Lightning Reflexes" category in M.E.A.T.S. features the M29 as well.
Smith & Wesson Model 327
The Smith & Wesson Model 327 is one of the available firearms in-game.
Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
While using his 327 to make the bells ring instead of jingle, the character finds out the in-game version is an interesting leftie version.
Smith & Wesson Model 629 Stealth Hunter
The Smith & Wesson Model 629 Stealth Hunter is one of the available firearms in-game.
Smith & Wesson Model 629 Stealth Hunter - .44 Magnum
Spinning the 629 around so you can better see how shiny it is.
Webley Mk. VI
The Webley Mk VI has been added with the release of Update #47. It is chambered for the ".454 Webley" round, which is presumably a mis-writing of .455 Webley. Notably, it is also the first top-break revolver in the game.
Webley Mk. VI - .455 Webley
The Webley in-game. While its attachment point is still present, the lanyard loop on the base of the grip seems to have been removed.
The Webley broken open for loading. Due to its re-use of some existing swing-out revolver code, the extractor sadly doesn't pop up when the revolver is opened, at least for now.
Loading the Mk. VI. These are tracer rounds, hence the red tips.
Firing the Webley, heedless of the fact that this indoor range is a no-smoking zone.
Fortunately, despite the lack of a moving extractor, breaking the revolver open still produces a satisfying shower of spent casings.
Benelli M4 Super 90
The Benelli M4 Super 90 is one of the available firearms in-game.
Benelli M4 Super 90 with 7-shot tube - 12 gauge
Hick-not45 tops off his Super 90 while on a woods walk.
The Beretta DT11 is one of the available firearms in-game. Following Update #46, 2 new variants were added- one with a shortened barrel, and one with a shortened barrel and cut-down stock.
At that moment in time, he realized that an indoor range is not a good place to bring a trap shooting shotgun.
Fabarm Martial Pro Forces
The Fabarm Martial Pro Forces is one of the available firearms in-game.
Fabarm Martial Pro Forces 14" - 12 gauge
Feeling unloved among other guns, the Fabarm shoves itself center-stage.
The Franchi SPAS-12 is one of the available firearms in-game. Comes in both stockless and folding-stock forms and can be decorated with whatever sights you want.
Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
While wielding his shotgun of choice, our wannabe Terminator asks where Sarah Connor is.
Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can.
The Mossberg 590A1 is one of the available firearms in-game.
Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge
The 590A1 attempts to back away from the horror that is the KWG1.
The MTs255 and a super shortened version are two of the available firearms in-game.
While doing some range shooting, we ran into MTs255 Senior...
And his lovely son MTs255 Junior.
The Remington 870 with a full stock but cut-down barrel is one of the available firearms in-game. Update #46 added a full-length version, and one with a cut-down barrel and stock, and made the latter one of the available weapons for SWBs.
Remington 870 Wingmaster with 20" Home Defense barrel - 12 gauge
While not the same sawn-off Remington of legend
, it is still fairly cool.
A Saiga 12 with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.
A beautiful piece of Russian engineering.
The other side. Note that the safety is on; this is standard for weapons in H3
when they are first spawned.
Loading in a 5-round magazine.
Loading in a 12-round magazine...
Sawn-off Double Barreled Shotgun
There are 3 main varieties of Sawed-off Double Barrel Shotgun in-game. The first (and also one of the first weapons added to the game) was the so-called "Cartoon 8 Gauge", which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to Killing Them Softly-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. Wurstworld's Weinerbots also occasionally make use of these, alongside their generic revolvers and lever-action rifles.
Remington Spartan Sawed Off shotgun - 12 gauge
While shooting at the range, the urge to rant to "primitive screw heads" is differed by the lack of other range patrons.
A close look at the ultra-short version's muzzle.
Loading in some #4 Buckshot shells...
...which are precisely flush with the ends of the barrels.
The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.
Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.
Ejecting the fired shells from one of the shotguns.
The "Cartoon 8 Gauge", in all of its glory.
Loading some utterly massive shells into the weapon's breech...
...before annihilating everything in front of the weapon, along with the user's wrist.
Given the amount of smoke this weapon produces, it wouldn't be a stretch to say its shells are loaded with black powder, rather than smokeless. This could also go some way to explaining how the weapon stays in the user's hand upon firing.
Removing the spent shells from the shotgun, vowing never to do that again.
Serbu Super Shorty
A Serbu Super Shorty based on the Remington 870 is one of the available firearms in-game. A "tacticool" version is also available, complete with door breacher muzzle brake, rails, and spare shell holders that exceed the weapon's total capacity.
Serbu Super Shorty Shotgun made from a Remington 870 - 12 Gauge
The clean, normal version...
...And the tactical version.
Winchester Model 1887
The Model 1887 was added to H3 with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked a la Terminator 2. (In fact, one of Wurstworld's rewards is a T2-themed sawn-off 1887, complete with a darker finish, extended lever loop, and cut-back trigger guard.)
Winchester 1887 shotgun - 12 gauge
Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.
A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the M1903 Springfield
Opening the 1887's action...
...which gives a good look at the weapon's breech and magazine tube.
Loading in a handful of "Triple Hit" shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.
Taking aim at a decanter...
...and firing. Note the impressive ricochets; the slugs in the "Triple Hit" shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.
A close-up of the 1887 cycling. The weapon actually correctly shown spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.
Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge
The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.
...before blowing it to pieces. Once again, the ricochet-prone nature of the "Triple Hit" shells makes itself apparent.
Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with "Hot Dog" in the name, so we'll let it slide.
Another angle, showing a new shell being chambered.
The "KWG1" is one of the available firearms in-game. It is a fictional magazine-fed full-auto shotgun, seemingly based on this image.
The KWG1 firing confetti 12 gauge rounds, an ammo option for someone feeling particularly American.
The AEK-919K “Kashtan” is one of the available firearms in-game.
AEK-919K “Kashtan” - 9x18 Makarov
A good look at the AEK-919K, fairly detailed for a rare submachine gun.
Beretta Cx4 Storm
The Beretta Cx4 Storm semi-auto carbine is available in-game, and is permanently fitted with a foregrip.
Beretta Cx4 Storm in .45 ACP with 20 round magazine and accessory (picatinny) rails
Hick-not45 proceeds down range with his Cx4 Storm, determined to get a hit on the gong.
Brügger & Thomet MP9
The Brügger & Thomet MP9 with folding stock but fixed suppressor was added as a Christmas update. Update #46 added a version without the fixed suppressor.
Brügger & Thomet MP9 with stock extended - 9x19mm
Santa brought me the gift I wanted!
A Cobray M11/9 was added through Update #50.
SWD/Cobray M11/9 - 9x19mm
A Cobray M11/9 sitting in a weapon case, along with a suppressor and some magazines.
Attaching a suppressor to the Cobray.
Loading in a drum magazine.
Firing the Cobray. This isn't really the sort of weapon that one aims all that much.
FN P90 TR
The FN P90 TR is one of the available firearms in-game.
A P90, complete with an Elcan SpecterDR scope (referred to in-game as the "GhostDR", for copyright reasons), browses the menu.
Loading a magazine into the P90. This rather tricky process was made easier following Update #48.
Demonstrating the interesting downward-ejection system of the P90, something some games seem to be unaware of.
The Gepard PDW is one of the available firearms in-game, and is also the only appearance of this rare Russian PDW in any media.
GEPARD PDW with stock extended and silencer - 9x18mm Makarov
A pretty good looking model for a gun this rare.
Heckler & Koch MP5A2
The Heckler & Koch MP5A2 is one of the available firearms in-game.
Heckler & Koch MP5A2 with Surefire 628 dedicated forend weaponlight and Navy trigger group - 9x19mm
No, sadly you can't flick the selector with psychic powers.
Heckler & Koch MP5KA4
The Heckler & Koch MP5KA4 is one of the available firearms in-game. An earlier version of this model was an MP5K-PDW with the stock removed.
Heckler & Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm
In a nice touch of realism, the KA4 has a 4 position selector over the A2's 3.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 is one of the available firearms in-game.
Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
While browsing the arsenal, always got to start small.
Heckler & Koch UMP45
The Heckler & Koch UMP45 is one of the available firearms in-game.
Heckler & Koch UMP45 - .45 ACP
Most people say it is a bad idea to fire two submachine guns at once; we call them weak.
While it doesn't make a physical appearance in-game, the icon for the "Spray & Pray" category in M.E.A.T.S. (Modular Environment Adaptive Target Simulation/Sequence) features a Micro Uzi with a halo above it.
IMI Micro Uzi with bent trigger guard - 9x19mm
The "Spray & Pray" category's icon. Oddly, despite having as subtle a detail as appropriate compensator cuts in the muzzle, the weapon lacks a charging handle.
The Intratec TEC-9 is one of the available firearms in-game. Features a rather bizarre "tactical" orange-and-black paintjob. 2 variants are available in-game: the standard semi-auto one, and a variant converted to full-auto fire.
Someone regrets lending his TEC-9 to those CS:GO
boys down the street.
Strange paintjobs notwithstanding, he loads in a magazine...
...and opens fire, spraying 9x19mm tracer rounds left, right, and center. This is the full-auto converted model, in case the continuous stream of spent casings didn't make that clear enough. This is somewhat odd, as most full-auto TEC-9s are the earlier open-bolt KG-9 model, but a full-auto conversion of a closed-bolt TEC-9 is far from impossible.
The Kedr PP-91 is one of the available firearms in-game.
Kedr PP-91 - 9x18mm Makarov
While going through the new lineup, always have to look at the machine pistols on offer.
Added through Update #50, the classic M1A1 Thompson is usable.
A Thompson in a weapon case, along with a magazine.
A good look at the weapon's model. The separate safety and fire selector are correctly simulated in-game; they are currently set to safe, as is the case when a weapon is first spawned. Also note the receiver's markings; the first line reads "THOMPSON SUBMACHINE GUN", the second "CALIBER .45 M1A1", and the third "NO. 287404".
Locking back the M1A1's bolt.
Attempting to line up the sights. "Attempting" being the key word here; the M1A1's heavy vertical recoil can make keeping it on target extremely challenging.
Removing an empty magazine, after a considerable amount of snowflake shooting. While it's not very visible here, the rounds do, in fact, visibly disappear from the indicator holes in the sides. Also note the floor being visible through the magazine well. This is not, as one may initially suspect, a missing texture; rather, it is actually a view through the ejection port.
Upon flipping the weapon over, one discovers that the aforementioned view through the ejection port is made possible by the Thompson's bolt hold-open; unlike many open-bolt firearms, if a Thompson is dry-fired with a magazine inserted (i.e. when the trigger is held after firing the last shot in full-auto), the bolt will not go forwards.
And, of course, what better way to celebrate the presence of bolt hold-open devices than to fire randomly at absolutely everything.
M3 "Grease Gun"
Along with the Thompson, Update #50 added the M3 "Grease Gun" to H3.
M3 "Grease Gun" - .45 ACP
The M3 Grease Gun, attempting to blend in with the foam lining of its weapon case.
Loading a magazine into the M3.
Popping open the dustcover.
Operating the M3's unusual cocking lever; the later M3A1 would replace this with a hole in the bolt for the user to stick their finger into.
"Greasing" the snowy landscape.
Aiming through the M3's sights. The relatively clear sight picture, coupled with the low rate of fire, make this weapon rather easy to keep on target.
Update #51 added a variant with the OSS-type integral suppressor; while this isn't necessarily impossible, suppressors were more common on the later M3A1 variant. This choice was likely made to reuse most of the existing M3 model. The update also made the previously permanently-collapsed stock extendable.
M3A1 "Grease Gun" with integral suppressor - .45 ACP
Loading a magazine into the suppressed M3. The cloth wrapping that is normally present on the suppressor is absent from the in-game model.
Cocking the M3, showing that this isn't an M3A1 like the reference image above.
Opening fire on the bullseye.
The MAC-11 is one of the available firearms in-game. Following Update #46, SWBs can now make use of these.
RPB Industries M11A1 - .380 ACP
Having felt that his life was missing a bit of bees, a MAC-11 is a good way to dealing with such an issue.
Added through Update #50, the MP40 is available for use in H3VR.
The MP40, sitting pretty in a weapon case.
Loading a fresh magazine into the MP40.
Locking the bolt into the safety notch.
Aiming the MP40 at a crystal snowflake.
Making this idyllic scene a whole lot less so, with the aid of 32 rounds of 9x19mm.
The PP-19 Bizon is one of the available firearms in-game.
PP-19 Bizon-1 - 9x18mm Makarov
Always have to take a close look at your Russian submachine guns to look for any communism that might get stuck in there.
The PP-2000 is one of the available firearms in-game.
Sadly, you can't use the PP-2000 mags as a stock, since it comes with one right off the bat.
The iconic PPSh-41 submachine gun was added through Update #50, and is capable of using either 35-round box magazines or 71-round drums.
PPSh-41 - 7.62x25mm Tokarev
The PPSh in a weapon case, along with both of its optional magazines. The 35-round box magazine isn't unusually short; it's just clipping through the front of the case, due to a physics engine bug.
Loading a box magazine into the PPSh. Note the fire selector, currently set to semi-auto.
Aiming at a snowflake. The fine front sight is nice for aiming, but can be hard to make out on some backgrounds.
Loading in a 71-round drum.
Firing a definitely-necessary-and-not-in-any-way-excessive amount of rounds at a snowflake.
A fictional version of the PPSh, also added through Update #50, this weapon is seemingly intended as a modernized variant of the original 1941 design (which, if the name is anything to go by, was designed in 2014).
The "PPSh-14" in its weapon case.
Loading in a drum magazine. The drums that this variant comes with are slightly smaller than the standard ones, and slightly different in appearance.
A good side-on look at the PPSh-14. The odd pseudo-pistol-grip stock is rather reminiscent of some Archangel stocks.
Firing the PPSh, now fitted with an Aimpoint-esque tube reflex sight.
Firing the PPSh again, this time aiming through the aforementioned sight. The previous shot was actually also taken while aiming; it does not appear so due to the fact that recordings and screenshots of Vive gameplay can only be of one eye's view- in this case, the left eye's view is shown.
shot, on the other hand, is most definitely of unaimed fire.
"QC9 PDW" (Custom 9mm AR-15)
Added through Update #46, the "QC9 PDW" is an AR-15-patterned submachine gun chambered in 9x19mm. It appears to consist of a QC10 Colt-magazine-compatible 9mm lower, a VLTOR upper, and a Magpul MOE stock and pistol grip, among other things. In-game, it can take 3 types of magazines- a 32-round Colt-pattern stick magazine, a 32-round "waffle"-pattern polymer stick magazine, or an X-Products X-15 50-round drum magazine.
Extending the QC9's stock. The stock doesn't serve much of a function in-game (due to the lack of a control/contact point on the player's shoulder), so it's largely for aesthetic reasons.
A selection of magazines- the Colt-pattern metal magazine, the "waffle" polymer magazine, and the X-15 drum magazine.
Charging the QC9, loaded with a 32-round Colt-pattern magazine.
Firing the QC9, fitted with a red-dot sight; the weapon lacks any sort of sights by default.
Loading in an X-Products drum magazine.
Firing the QC9, now fitted with the aforementioned drum magazine, along with a SilencerCo suppressor. Note that the ejected case has an unstruck primer.
Sa. Vz. 61 Skorpion
The Sa. Vz. 61 Skorpion appears in-game, albeit with a bit of an identity crisis. While it looks like the original Vz. 61, it is referred to as the Vz. 64, and accordingly fires .380 ACP.
Sa. Vz. 61 Skorpion - .32 ACP
Having grown bored of overly flashy modified Berettas, we switch over to 60's vintage machine pistols.
Sten Mk. II
Update #49 added the Sten Mk II submachine gun, which marks the first time since the introduction of the MAC-11 that an open-bolt weapon was added to H3VR. Notably, the weapon's secondary grip zone (where the user's non-firing hand goes) is around the barrel shroud, meaning that, assuming it is held and fired with both hands, it is held correctly, rather than being incorrectly held by the magazine like so many games show. There is also another variation, the so-called "Mk. 9 Chopshop" variant, with a shortened barrel and a cut-down stock.
The answer to the age-old question of "How little gun can you have while still having a gun?"
Drawing back the Sten's bolt. This isn't where it rests when cocked; this is just as far back as it can be pulled.
Loading in a 32-round magazine. The update also added 16-round options.
A closeup of the ejection port, showing the magazine lined up and ready to feed cartridges.
Locking the bolt into the safety notch. This is really the only safety mechanism that the Sten has; all it does is stop the bolt from moving forwards.
Aiming through the Sten's simple aperture/post sights...
...before saying "to hell with it" and unloading full-auto from the hip.
Sten Mk. V
Along with the Mk. II, Update #49 added the Sten Mk V, a later, more refined version of the Sten.
It may be more expensive than the earlier version, but at least now it's clear how it's supposed to be held.
A closeup of the muzzle, showing the wooden vertical foregrip and the Lee-Enfield
-type front sight.
A look at the other side reveals the first of 32 9x19mm rounds ready to be fired.
Sten Mk. VI(S)
The integrally suppressed variant of the Mk. V, the Sten Mk VI(S), is available as well.
A weapon for the strong, silent type. Or for SOE operatives.
Firing the Mk. VI(S). Note the somewhat worrying lack of a front sight.
The final SMG added to the game by Update #50 is the Steyr MP34.
The TDI Vector is one of the available firearms in-game. There are 2 variants of the weapon available in-game: a standard one, and one fitted with the barrel shroud and extended barrel of the CRB civilian carbine variant, though it still has the trigger and 120-degree safety of a Gen I version. It is also fitted with a non-removable vertical foregrip.
Gen II KRISS USA Vector CRB Enhanced - .45 ACP
TDI / KRISS USA Vector with stock removed - .45 ACP. Image provided to show the separate safety switch and selector of a military model; compare with the images above and below.
After buying his CRB, it appears we're missing something...
Assault Rifles & Carbines
An AK-101 with railed upper receiver is one of the available firearms in-game.
While showcasing some AK's, always make sure the other side of your rifle actually exists.
An AKM with a railed upper receiver is one of the available firearms in-game.
Taking a good look at the AKM's wood furniture, ignoring the piddly results on the target.
A shot from the "How the Gronch Monetized Meatmas" trailer for Update #49, featuring the titular misspelled villain "holding" an AKM, whilst telling players how to spend hours upon hours grinding to obtain loot-crates and in-game currencies in order to access EAPA (Earliest Access Pride & Accomplishment) boxes.
The AKS-74U is one of the available firearms in-game.
AKS-74U (also referred to as the "AKSU" or 'Krinkov') - 5.45x39mm
While reloading, it appears our 5.45 rounds have some distinctive
Colt Model 607
The final weapon made available to the SWBs in Update #46 was most likely intended as a cartoonish M16A1, with the resultant weapon resembling a Colt Model 607.
M16A1 with 20-round magazine - 5.56x45mm
Colt Model 607 with 20-round magazine - 5.56x45mm
The FAMAS F1 with deployable bipod and flip-up sights is one of the available firearms in-game.
As a nice touch, the F1 uses its proprietary magazines unlike other videogames that just shove a STANAG mag in its place and hoping it works.
Heckler & Koch G36
The Heckler & Koch G36 is one of the available firearms in-game.
Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm
Always have to enjoy a well-modeled full size G36.
Heckler & Koch G36C
The Heckler & Koch G36C is one of the available firearms in-game.
Heckler & Koch G36C - 5.56x45mm
Checking the range results while using the G36C.
The IMBEL IA2 is one of the available firearms in-game.
Sometimes, one must observe their Brazilian rifles due to their overall rarity in media.
The FN SCAR-L is one of the available firearms in-game.
Third Generation FN SCAR-L - 5.56x45mm NATO
Rather oddly, the SCAR's lower and upper receivers are different colors.
The L85A2 is available in the game, complete with iron sights or SUSAT scope.
A nice shot of a L85A2 with iron sights...
L85A2 with SUSAT scope - 5.56x45mm NATO
...and another good shot of a L85A2 with a classic SUSAT scope.
The M16A1 is one of the available firearms in-game.
M16A1 with 20 round magazine - 5.56x45mm
While he isn't a GI in 'Nam, he ponders why 2+2 is on his mind.
Update #48 added both the M1 Carbine. It is a late-war/post-war model (with a bayonet lug and adjustable aperture sights), and can accept either 15-round or 30-round magazines of .30 Carbine. Update #51 made a variant with a permanently-attached M84 scope available as well.
M1 Carbine (late-war/post-war) - .30 Carbine
"Wait, where does this thing go again?"
"Oh, okay. Yeah, that makes sense."
The Carbine's sights. They're a bit small, but quite usable.
Along with the M1 Carbine came its select-fire relative, the M2 Carbine. The M2, like the M1, has the late-war pattern of sights and a bayonet lug. It also has a metal heat shield; this was likely both due to the increased amount of heat that the M2 is likely to produce, and to make the M2 more visually distinctive. As with the M1, the M2 gained a variant with an M84 scope following Update #51.
M2 Carbine (with sling and 30-round magazine) - .30 Carbine
M1 Carbine with heat shield - .30 Carbine. Image provided to show the metal heat shield used on the in-game M2.
The M2 Carbine, complete with 30-round magazine.
Taking a look at the M2's metal heat shield. Note also the bayonet lug and adjustable sights, confirming both this and the M1 (which also has these features) to be late-war models.
Letting the M2's charging handle drop into battery after pulling it back.
Manipulating the Carbine's safety. This control is the same on both the M1 and the M2.
This one, however, isn't. This is the fire selector of the M2 Carbine, currently pushed forward for rock n' roll.
Opening fire with the M2.
One quick mag change later, a quick tug of the charging handle to release the bolt is merited, seeing as it locks open when the weapon runs empty.
An M2 Carbine with an M84 scope attached. An unlikely combination, but not an impossible one by any means.
Looking through the M84 scope at a paper bullseye target.
The M4A1 is one of the available firearms in-game, and one of the first to be added. Update #48 changed the weapon's model, replacing it with a new one that lacks the previous model's folding foregrip, and has a railed handguard, a Crane stock, an extended charging handle tab, and an aftermarket folding BUIS. The update also included a "Left Hook" variant, which is completely mirrored, and meant for left-handed users. Update #49 added an additional shortened variant.
Colt M4A1 SOPMOD with M68 Aimpoint reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm
While out on the range, it seems we're missing something important on this rifle...
A beautiful pair of fraternal twins.
Looking through the carbine's aftermarket rear sight; lining up iron sights of 2-handed weapons in this game is somewhat complicated by the fact that there is no physical rifle holding the player's hands together. Note the aftermarket extended charging handle tab.
Making sure that the other twin doesn't feel "left" out, a fresh magazine is loaded into it. This magazine, fitted with a Magpul handling loop, is another Update #48 addition.
Mk. 18 Mod 1
The Mk. 18 Mod 1 is one of the available firearms in-game.
Mk 18 Mod 1 with Crane stock, RIS foregrip, and folding sights - 5.56x45mm
A tactical operator observes his Mk. 18 before preparing for some high-intensity training. He's so tactical that sights aren't neccesary.
SIG SG 552
The SIG SG 552 is one of the available firearms in-game. Update #46 added a version with additional rails for mounting attachments.
Wandering over to the side to look at the target and the details of the 552's receiver.
Steyr AUG A3
The Steyr AUG A3 is one of the available firearms in-game.
Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm
A look at the left side of the AUG reveals a pretty well-done replica of the real steel.
The famous StG 44 was added to the game in Update #48.
Sturmgewehr 44 - 7.92x33mm Kurz
Taking a good look at the Sturmgewehr's model. Like the rest of the weapons in H3, it is of excellent quality.
The other side of the StG.
Lining up a fresh 30-round magazine of 7.92x33mm Kurz ammunition.
Pulling the Sturmgewehr's charging handle reveals that the dustcover actually pops up. If one so desires, they can manually push it back into place.
Switching off the safety. The fire selector is the button above it, currently pushed to the left for semi-auto. Also note the "MP44" marking above the charging handle slot; this was one of 4 different ways the weapon could've been marked, along with the prior "MP43" or "MP43/1", and the later "StG44" markings.
The FN SCAR-H is one of the available firearms in-game.
Third Generation FN SCAR-H Long Barrel - 7.62x51mm NATO
The SCAR-H is happy it is painted black over his mis-matched little brother. A later update added a rail extension that goes past the front sight.
The Galil 7.62 with deployable bipod and after-market scope mount is one of the available firearms in-game.
IMI Galil ARM - 7.62x51mm NATO
The Galil sits on its magical perfectly balanced bipod it borrowed from Call of Duty.
The M14 Rifle is one of the available firearms in-game. Following the Single Action Army's update, the weapon can now use 10-round stripper clips.
M14 rifle - 7.62x51mm NATO
A look at the wooden M14...
The M14 in DMR configuration is one of the available firearms in-game.
M14 Designated Marksman Rifle in McMillan M2A stock and with a Harris bipod - 7.62x51mm NATO
...and its modern descendant. Note the Vietnam-style 40-round mag, being just two 20-round mags welded together.
Along with the Luger P08, the Nagant M1895, and the Webley Mk VI, the M1 Garand was added to the game with Update #47.
M1 Garand - .30-06 Springfield
An M1 Garand lying on a table, with an en-bloc clip next to it. The red beam coming from the controller is a grab-laser; the red color indicates that it is pointed at something that isn't grabbable, like, in this case, the table.
Admiring the left side of the Garand...
Locking open the M1's action. Initially, this required a manual action, similar to some of the game's other firearms with manual bolt hold-opens; this was later corrected to reflect how the M1 simply locks open on its magazine follower whenever it isn't loaded.
Loading an en-bloc clip into the M1. Due to engine limitations, the angle that the game allows for this action to be performed at is, shall we say, generous
Turning off the M1's distinctive safety, with a satisfying *click*
Letting some .30-06 rounds fly. The iron sights are simple, clear, and easy to read.
Update #51 brought along the M1D variant, fitted with an M84 scope.
M1D Garand - .30-06 Springfield. Note the M37 slotted flash hider; the one in-game has the earlier conical variant.
A side-on view of the M1D Garand. Note that the safety is currently on, as is standard for freshly-spawned weapons in H3
The opposite side of the M1D, which shows how the scope doesn't seem to be properly attached to the rifle's barrel.
Looking through the M84 scope, which has a rather distinctive one-and-a-half-line reticle.
The M1D's scope is mounted off to the left side of the rifle to allow for the loading and ejection of en-bloc clips; one of the side effects of this is the ability to use the rifle's iron sights, as shown here.
Leaning the rifle against a wall, which gives a good view of the distinctive early-pattern conical flash hider.
The MAS-49/56 is one of the available firearms in-game. Following the update that introduced the Colt SAA and Remington Model 8 into the game, it is capable of using 5-round stripper clips.
MAS-49/56 - 7.5x54mm French. The MAS-49/56 is an improved version of the MAS-49 that was shorter, lighter and had a built-in muzzle brake/grenade launcher. The MAS-49/56 was the standard rifle of the French military between 1957 and 1979.
A good look at the MAS-49/56 and a host of accessories along side it.
Remington Model 8
Update #42 added a Remington Model 8 in .35 Remington, fitted with a rear tang-mounted peep sight. Notably, it is able to make use of stripper clips, which were added in this update. Update #46 added a short-barreled variant.
Remington Model 8 - .35 Remington
A good look at the Model 8's, er, model. Note the dust cover/safety, which is currently off.
Loading some .35 Remington rounds into the weapon's 5-round integral magazine.
A view through the sights of the Model 8. Nice, clean, and open.
Loading the weapon again, this time with a stripper clip.
The cut-down variant of the Model 8.
Loading the shortened version of the rifle, with the aid of a stripper clip.
The SKS is one of the available firearms in-game, and is fitted with a Tapco stock and converted to use 20-round detachable magazines. Following the Remington Model 8's update, it was granted the ability to use 10-round stripper clips.
SKS with aftermarket Tapco Intrafuse Stock System furniture - 7.62x39mm
The Bayonet was sacrificed to the benign Tapco gods in the sky; may they spare our milsurps the same plasticky fate.
Update #48 added an SVT-40 to the game, complete with an optional PU scope.
The SVT-40, lying empty on a table.
Lining up the SVT's somewhat small iron sights.
Interestingly, the SVT can also use stripper clips.
Attaching a PU scope to the SVT-40. Please pay no mind to the fact that it was already attached in one of the earlier screenshots.
Looking through the PU scope, which has a relatively simple reticle. The thick, bold lines are nice for acquisition, but can be a bit obtrusive.
The Barrett M107A1 is one of the available firearms in-game.
Barrett M107A1 with 29" barrel - .50 BMG
While a famous man
told us what Barretts can do, nobody said what would happen if you were inside
Kimber Model 8400 Advanced Tactical SRC
The Kimber Model 8400 is one of the available firearms in-game. In keeping with Update #46's theme of shortened variants of existing guns, the Kimber received a rather strange short-barreled variant in this update.
Kimber Model 8400 Advanced Tactical SRC - .308 Win.
While out scouting in the winter wonderland, it appears we're missing an important piece to any scout rifle.
A .308 Winchester-chambered Sako 85 is one of the available firearms in-game. Rounding out the update's collection of shortened firearms, Update #46 brought us an Obrez-esque sawn-off Sako.
SAKO 85 Hunter - long Mauser Action - Short action (308), Medium action (30-06), Long action (300,338 win mag/375 H&H Mag)
Having successfully hit the gong, Hick-not45 prepares his Sako so he can hit that red plate over there.
The SVD Dragunov is one of the available firearms in-game.
SVD Dragunov sniper rifle - 7.62x54mm R
Having dealt the enemy of the revolution a 7.62x54 caliber lesson, the Red Sniper looks for more targets in need of "re-education".
Update #50 brought along a Bren gun, more specifically the Mk2 variant. Due to the fact that bipods were being updated and tuned at the time of Update #50's release, the variant added instead was one with a shortened barrel and no bipod or carrying handle, with the standard variant scheduled to be added later.
The curtailed Bren, in all of its glory.
Loading in a fresh magazine full of .303 rounds.
Pulling back the Bren's charging handle.
A look through the Bren's iron sights. Note the lack of an adjustment drum on the side of the receiver, showing this to be a Mk2 variant.
Firing the Bren, showing off its downward ejection system.
General Dynamics GAU-17/A
A handheld General Dynamics GAU-17/A is one of the available firearms in-game.
General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
Just what I always wanted!
Update #50 added an M1918A2 Browning Automatic Rifle to H3. For the same reasons as the Bren gun's changes, the BAR included with the update also has a shortened barrel without a carrying handle or bipod.
Interestingly, the shortened barrel is rather reminiscent of Clyde Barrow's cut-down BAR, though that weapon was actually an original M1918, rather than an A2, and had a shortened stock as well as a truncated barrel. The version in H3 is also clearly meant to be an A2, considering the safe-slow-fast selector.
M1918A2 BAR - .30-06 Springfield
Clyde Barrow's cut-down M1918 BAR, for comparison - .30-06 Springfield
Loading a magazine into the cut-down BAR.
Pulling back the charging handle.
A good look at the right side of the BAR.
Pointing the BAR at a distant target...
Aiming the BAR, a rather futile exercise considering the lack of a front sight.
The RPK is one of the available firearms in-game.
RPK Light Machine Gun with 40 round magazine - 7.62x39mm
Old LMGs, drum magazines, and modern rails mix rather well.
Update #50 added the M1A1 Bazooka to H3's collection of explosive toys. Unfortunately, the reloading procedure is incorrectly simplified, with the rocket simply being shoved into the rear of the tube, without bothering to attach the wire to the electrical contacts at the rear of the launcher (which served to transfer electricity to, and ignite, the rocket's booster charge and motor).
M1A1 Rocket Launcher "Bazooka" - 2.36 inch rocket
The M1A1 in first person. A rather difficult weapon to grab a good screenshot of, considering its sheer size.
Loading an M6 rocket into the rear of the weapon. As mentioned, this is the only thing required for reloading, with no simulation of the attachment of the contact wire.
Aiming the M1A1. Unlike many games, the weapon's multiple front sight posts are useful here, as the projectile does drop over distance, and the weapon can be manipulated freely, rather than having a single fixed aim-down-sights position.
Firing the Bazooka produces a suitably impressive cloud of smoke.
The M79 grenade launcher is one of the available firearms in-game.
M79 grenade launcher - 40x46mm
How about we send
them hand grenades in another manner?
RPzB 43/54 "Panzerschreck"
Rounding out Update #50's collection of largely-WWII-centric weaponry is the Panzerschreck. Much like the M1A1 Bazooka, reloading the weapon is a simpler process in-game than it is in reality; whereas in-game the rocket is simply stuffed into the tube and fired, in reality the rocket had to be properly lined up in the tube, and the user had to press down the pin on top of the contact box to allow electricity to be transferred to the rocket, thus allowing its ignition.
RPzB 43/54 "Panzerschreck" - 88mm rocket
The perfect gift for that special someone in your life. Assuming that that "special someone" is trying to stop the invasion of Berlin.
Loading in an 88mm rocket. The object to the top-right of the screen is another rocket, sitting in a quickbelt slot on the player's shoulder.
Aiming the Panzerschreck; once again, the issues with having software only capture one eye's view come to light.
Firing the Panzerschreck at a distant foe, creating a large plume of smoke in the process.
The RPG-7 is one of the available firearms in-game.
With this latest find, we have to wonder if Santa is running some illegal present dealings alongside his cheerful toy-giving.
M67 Hand Grenade
The M67 hand grenade is available in-game. In-game, it is referred to as the "M219 Greaseweasel Fragmentation Grenade". The Meatmas update added a special "Jingler" variant.
M67 fragmentation grenade
And no, we weren't lying about the name.
Orion Flare Gun
The Orion Flare Gun is available in-game. Whilst it is capable of firing 12 gauge shells in-game, doing so will cause the barrel to explode, rendering it useless. However, a later update added a fictional steel-framed version capable of handling high-pressure loads.
Orion flare gun - 12 gauge
Note the name change to Saiph, a joke on the original name as Saiph is one of the stars that makes up the Orion constellation.