Rifles, Carbines, & Battle Rifles
Weapons on this sub-page are a mixed bag in terms of in-game classification; they span across the in-game categories of battle rifles, carbines, bolt-actions, lever-actions, breech-loaders, and even pistols (in both the automatic and bolt-action subcategories). Any semi-auto or full-auto full-power rifle is listed as a battle rifle in-game, regardless of whether it is normally listed as a sniper rifle or DMR. Meanwhile, the Carbine category includes any pistol-caliber carbine or intermediate carbine, as well as full-length intermediate rifles that are not fully automatic.
The 1st gift added in the 2018 Meatmas Update (a yearly event consisting of new weapons and content added over the course of December) was a Sudanese-contract Armalite AR-10 battle rifle.
Armalite AR-10 (Sudanese contract) - 7.62x51mm NATO
Opening up the first advent calendar box to reveal an AR-10, which excites the 2 dancing Sosigs so much that they spontaneously explode. Note the claim that the rifle is still being manufactured today; this likely refers to AR-10s as a whole, and not the Sudanese model in particular.
Appreciating the beauty of 1950s engineering.
While it's par for the course nowadays, a rifle made chiefly out of polymer and aluminum alloys was seen as a novel, radical idea back then. Perhaps the wood-colored furniture was to add some sense of familiarity in a changing, confusing world...
Loading in a 20-round "waffle"-pattern magazine.
Pulling back the trigger-style charging handle, placed inside the carrying handle. Note the portion of the operating rod extending out the back of the receiver; later models would do away with this setup, and instead simply affix the charging handle to the end of the rod.
Letting the handle go, and watching the bolt slam a round into battery.
Flipping the selector switch off of "SAFE"...
...and onto "SEMI". Interestingly, earlier models used a different setup, with the safe position on top, auto at the front, and semi at the back; this was (not much) later switched to the familiar linear setup.
Aiming at a crystal snowflake through the AR-10's nice, clear aperture sights. This is one element of the rifle that wouldn't change (though other sighting systems were tried earlier on).
Firing off a shot. Being a 7.62x51mm battle rifle (and an impressively light one at that), recoil is understandably stout.
Remember those carry-handle-mounted scopes from the M16A1
They work on the AR-10, too. Even if they do fit just a little
tighter than is strictly comfortable.
Bendix-Hyde 2nd Model Light Rifle
The second version of the Bendix-Hyde Light Rifle, a prototype carbine entered into the US Light Rifle Program trials, was made available in Update #52's 11th alpha build.
Bendix-Hyde Light Rifle (2nd Model) - .30 Carbine
Jamming a magazine into the carbine...
...before taking a good look at its... interesting
The Hyde's other side, which shows off the charging handle. This was one of the many things changed from the first variant; that one had a non-reciprocating charging handle, which the testing board requested to be changed, citing a need to be able to manually force the bolt closed if necessary.
Speaking of the charging handle, it's high time for it to get pulled.
Turning off the safety, which is a piece inside of the trigger guard, rather reminiscent of the M1 Garand
(or, for that matter, the M1 Carbine
that defeated the Hyde in trials).
Looking through the Hyde's rear aperture sight...
Firing a shot, thankful that doing so doesn't cause it to transform into a Jekyll Carbine.
"Y'know, just because one of the complaints about the 2nd model was that it was less accurate than the first, does not
mean that it's okay to do that."
Beretta Cx4 Storm
The Beretta Cx4 Storm semi-auto carbine is available in-game, added in Update #20; it was, until the release of Update #52, permanently fitted with a foregrip. It is correctly capable of sharing magazines with the Px4 Storm added in the same update, as well as the M9A1 added earlier and the Mx4 Storm added later.
Beretta Cx4 Storm - 9x19mm Parabellum
A Cx4 Storm rests on a table. Not much else to say here.
Loading a magazine into the carbine.
His weapon loaded, Hick-not45 proceeds down range with his Cx4, determined to get a hit on the gong.
He then remembers to pull the charging handle.
Firing the Cx4; the bullet trails demonstrate one of H3'
s interesting mechanics: the ballistics system. The system assigns a material to every object in the game, and has rounds react accordingly; in this case, the FMJ 9x19mm rounds pierce through this wooden post, and are redirected this way and that in the process.
A close-up shot of the Cx4's foregrip; not only did Update #52 remove this, but it also removed the rail system it's attached to.
With that, Hick-not45 sets the carbine back on the table, and moves on.
Examining (and cocking) the updated Cx4, in a far more demure setting. The main alteration caused by this update was the removal of both the foregrip and the rail system it was attached to...
...though the item spawner evidently hasn't gotten the memo.
The sights of the Cx4. These didn't change or anything, we just thought that you'd like to see them.
Brügger & Thomet APC45 Carbine
Update #61 added a pair of Brügger & Thomet APC-series pistol-caliber carbines, one of which is an APC45. This is possibly the APC45's first known appearance in any form of media.
Brügger & Thomet APC45 Carbine - .45 ACP
Brügger & Thomet APC9 SMG - 9x19mm Parabellum. Image provided to show the collapsible stock seen on the in-game APC45.
Loading a magazine into the APC45...
...and pulling the charging handle.
Examining the carbine; note the 2-position fire selector.
The other side, giving a good view of the collapsible stock. While not as commonly seen on the carbines, the collapsible stock is interchangeable with the side-folder, so such a configuration is entirely possible.
Attaching a red-dot sight, in an attempt to appease the benevolent gods of reference images.
Plus it makes aiming easier.
...which fits nice and flush against the back of the receiver.
Doing this allows the APC45 to be used as a pseudo-pistol.
Note the word choice: it allows
the APC45 to be used as a pseudo-pistol. It does not
make doing so easy.
Brügger & Thomet APC9-P
To compliment the APC45, Update #61 added Brügger & Thomet APC9-P semi-auto carbine, a longer-barreled variant of the APC9.
Brügger & Thomet APC9-P carbine - 9x19mm Parabellum
Brügger & Thomet APC9 SMG - 9x19mm Parabellum. As above, image provided to show the collapsible stock seen on the in-game APC9.
The left side of the carbine...
...and the right side. Without the magazine, the APC9 is nearly indistinguishable from the .45 version.
Bringing the magazine into the equation makes the difference relatively clear. These 32-round magazines are interchangeable with those of the Brügger & Thomet MP9
, which makes sense, considering that they're made by the same company.
Giving the reciprocating charging handle a nice, solid tug.
Fiddling with the collapsible stock.
Flipping up the front sight...
The APC9's selector switch; the civilian carbine versions have only safe and semi-auto positions, while the SMG variants have a 3rd full-auto position around the 8 o'clock position relative to the pivot, denoted by 3 red dots (see the 2nd reference image).
The aforementioned semi-auto position.
A view through the carbine's flip-up irons.
Another view of the same, this time just after firing.
Added in Update #58, the Bushmaster ACR is, unusually for a video game, correctly treated as a civilian semi-auto carbine, rather than the select-fire assault rifle that most games depict it as.
Bushmaster ACR - 5.56x45mm NATO
In an act of defiance against the reference image, our invisible operator loads his ACR with a 30-round USGI-pattern metal STANAG, rather than the picture's PMAG.
Plus, at the time these shots were taken, the game didn't have any PMAGs yet.
Well, making do is all we can.
Pulling the charging handle; interestingly enough, H3'
s ACR has its reversible charging handle set on the right side, in an ideal position for a left-handed user.
Taking a close look at the fire selector...
...which has two - count 'em! - settings: safe, and semi-auto.
It also has zero - count 'em! - sights by default.
Once again, there's nothing to do but make do.
On the ninth day of the 2018 Meatmas event, a Carcano M91 was added. It is (understandably) the first weapon in the game to use the 6.5x52mm Carcano round, and only the second to use en-bloc clips (the first being the earlier-added M1 Garand, which uses a slightly different system).
Carcano M91 - 6.5x52mm Carcano
Admiring the rifle. Or, at least, attempting to; being over 50 inches (127 cm) long, the Carcano rarely actually fits in frame.
...which, unfortunately, doesn't make the rifle any shorter.
Loading in a 6-round en-bloc clip. Unlike the M1's staggered-column clips, these are based on the original Austro-Hungarian Mannlicher system (or, rather, the improved bi-directional German version developed with the Gewehr 1888
), and, as such, are single-stacked.
Another aspect of the Mannlicher system is this mysterious hole. Wonder what it could be for...
Deciding to just ignore it, and chambering a round.
Aiming; the M91's sights are a bit small and hard to see, as was common at the time of its adoption. Which was quite a long time ago, as both the rifle's designation and poor condition make apparent. The two world wars it's been through probably haven't helped.
Working the action, and ejecting a spent casing. At full size, this image also shows off some of the markings on the flat-sided portion of the barrel.
Ejecting the second-to-last spent case...
...and chambering the last live round, while simultaneously revealing the purpose of the hole in the bottom of the magazine: clip ejection. Another feature incongruous with the better-known Garand, rather than ejecting clips out the top when the last round is fired, the Carcano's clips simply fall out the bottom when the last round is chambered.
CMMG MkGs Banshee
Added in the 4th alpha build of Update #70, the "Phantom 9" pistol-caliber carbine is a CMMG MkGs Banshee in 9x19mm.
CMMG MkGs Banshee 300 with Magpul RVG foregrip - 9x19mm Parabellum
Loading the Banshee with a 15-round Glock 19
...and racking the charging handle.
Pausing for a moment to admire the Banshee. The matte-gray finish is an interesting choice, wouldn't you say?
Toying with the adjustable stock; this is CMMG's proprietary RipStock, standard on the SBR-pattern Banshees.
Trying to aim, before immediately discovering that the Banshee doesn't come with any sights by default, which is at least in line with how the carbines are shipped from the factory.
Popping off a few rounds in spite of this.
Of course, if 15 rounds is good, then 33 must be better, right?
Following this sound logic, and firing some more rounds, in the ever-cool-but-impractical diagonal-firing stance. Of course, without any sights (or, for that matter, any particular target), it's a bit of a moot point.
Update #59's ninth alpha added a custom AR-15 carbine, with a short barrel and PDW-type collapsible stock. Being a civilian rifle, it fires exclusively in semi-auto. Update #61 added another custom AR, this one a full-length rifle (though still classified as a carbine, lacking a better category), known as the "Bubba-15".
North Eastern Arms NEA-15 PDW - 5.56x45mm NATO. Similar (though not identical) to the rifle in-game.
Admiring the AR. 200 extra dollars and 9+ months of waiting well spent.
Loading in a 10-round magazine, for legality's sake, before irritatedly remembering that most states with magazine capacity restrictions have a total moratorium on SBRs anyway (SBR standing for S
ifle, a term used in the context of US firearms laws to refer to any firearm with a stock and a rifled barrel shorter than 16 in (40.6 cm), or a front-to-back overall length under 26 in (66 cm); under the National Firearms Act of 1934, these require registration with the Bureau of Alcohol, Tobacco, Firearms, and Explosives, with a $200.00 fee, though some states simply prohibit them outright).
"Well, if they're going to come for my dogs, they're going to have to go through me first."
"That might be a problem."
Alleviating the aforementioned problem, by attaching an Aimpoint red-dot sight.
WE ARE EXPERIENCING TECHNICAL DIFFICULTIES; PLEASE STAND BY.
Remembering that funny little thing called "eye relief" exists, our heroic dog-defender extends his rifle's stock.
There we go, much better.
Firing again, this time without any risk of objective lens-related eye injuries.
Dumping out the empty magazine. 10 rounds lasts longer than you might think, but not as long as you'd like it to.
Attempting to stick a magazine into the trigger guard; Bubba isn't known for his hand-eye coordination. After all, he only has one of the latter and one and half of the former.
Still, depth perception isn't needed for drooling over a bronze-coated bolt carrier.
Or any of the rifle's other aftermarket components, for that matter.
Getting back to standard Bubba business, and pulling the charging handle.
Flipping the selector, from "Safe"...
...to "this is still a civilian rifle, what'd you think its fire modes would be".
...before remembering that, of course, no expensive rifle is complete without an expensive optic.
The last of Update #59's SA vz. 58 variants is a synthetic-stocked CZ 858 civilian sporter carbine.
CZ 858 with polymer furniture - 7.62x39mm
The rifle's other side. As one might expect, it's more or less the same as the standard vz. 58 from an aesthetic perspective, barring the fire selector and furnishings.
Loading a 10-round magazine into the 858. While thematically appropriate, the 10-rounder isn't the only available option; standard 30-rounders work just fine.
Pulling back the charging handle.
Aiming the rifle... poorly.
Firing the rifle in spite of this fact, with groupings to match.
While there aren't many perks to using a 10-round magazine on a rifle such as this, one among them is the ability to fully top it off with a single stripper clip.
Letting the bolt slam back into battery.
De Lisle Carbine
Update #76's first alpha added the De Lisle Carbine, an integrally-suppressed Lee-Enfield derivative chambered in .45 ACP, intended for use by British special operatives during the Second World War. Despite the name, it is categorized with the bolt-actions rather than the carbines in-game, on the basis of its action.
De Lisle Carbine - .45 ACP
A De Lisle Carbine sitting on a table, alongside several other bolt-actions of the same approximate period (albeit far more normal ones).
...before noticing that the magazine apparently decided to just take a break.
Rectifying the above issue, by reminding the mag that it's not part of a union, and can be fired at the employer's discretion. This is a specially-modified M1911
magazine, intended for use with the De Lisle.
Giving the sights a try; these are rather obviously different from normal Enfield sights, being meant for a subsonic cartridge and attached to something other than the original barrel (which isn't even a part of the gun anymore, as the .303 barrel was replaced with a modified barrel from a Thompson
as part of the conversion process).
Firing off a shot. Given the incredibly
soft report (the De Lisle is the quietest firearm in the game, and one of the quietest ever created), the nonexistence of a muzzle flash, and the lack of any automatic cycling system, the only real indication that a shot has been fired (other than effect on target) is the dropping of the striker, as seen here.
It's so quiet, in fact, that the process of cycling the bolt is actually louder than the gun firing. Not that you can tell from a still image, of course.
DRD Tactical Paratus P762
Update #58's collection of modern firearms included a DRD Tactical Paratus P762 (a Gen 2 model, to be exact), classified as a battle rifle.
DRD Tactical Paratus P762 (Gen 2) - 7.62x51mm NATO
Admiring the P762. It's got all the bells and whistles, except, y'know, a trigger.
The other side, which shows off a bolt so shiny that it caused the spontaneous appearance of letterboxing.
Loading in a 20-round Magpul PMAG.
Pulling the folding charging handle. This is one of the improvements of the Gen 2 model; the first-generation model has a more traditional round knob instead.
As with many of H3'
s rail-topped firearms, sights must be attached manually.
Unless that's just not your style.
"Oh? What might this be?"
Unfortunately, mounting the rifle doesn't fix the "lack-of-sights" issue.
At least it helps with the recoil.
And just like that, the gun's empty.
A P762 fitted with a scope and suppressor, serving as an ersatz DMR. It's also been fitted with a trigger; its former lack of one was a visual bug, which was fixed shortly after its addition to the game.
Looking through the rifle's scope at an attacking Turburgert, one of many defending the Pacification Squad's checkpoint. This particular one is of the "Flak" variety (as evidenced by the shotgun-style cluster of projectiles flying towards the screen); there are also standard bullet-firing versions, "Suppressive" versions (which fire a 3-round salvo of flashbang grenades), and flame-throwing versions.
The newly bipodless P762.
...is "bipodless" even a word?
The FightLite Raider, a civilian semi-auto AR-15 "pistol" (i.e. legally considered a pistol by US gun laws, but not really a pistol from a technical or logical standpoint; the game also classifies it as such) based on Ares' traditionally-stocked SCR lower, makes its media debut in H3's 58th update.
FightLite Raider - 5.56x45mm NATO
Taking a look at the downright bizarre concept that is the Raider.
The right side, which is just as strange as the left.
Loading in a 10-round magazine, for maximum legal compliance.
Pulling back the charging handle; as with the game's other AR variants, the dust cover correctly pops open.
"Aiming"; the top rail can be used to mount irons or optics, but doesn't come with any by default, not that a stockless rifle with the ergonomics of a flintlock pistol is something that one expects terribly good accuracy out of, anyway.
Firing the Raider. Being a short-barreled rifle in every sense except that of the law, the Raider produces a suitably impressive muzzle flash; however, this isn't exactly something that can be captured well in a still frame.
Removing the now-empty magazine; while these drop free from most AR-pattern rifles, the Raider's grip is too far back for the magazine release to be accessible with the firing hand, so the magazine has to be removed manually.
Furthermore, while the bolt does lock back, the Raider doesn't actually have a bolt release.
As such, the bolt must instead be returned to battery with a quick tug of the charging handle.
As if the whole situation wasn't strange enough already, the Raider in-game is compatible with all of the stocks that can be attached to actual handguns, allowing for the creation of odd-looking carbines like this.
Update #54 brought along the much-desired FN FAL battle rifle, a select-fire-converted "G-Series" model to be exact. Update #70 added 2 additional variants, the "Para" and the "Tactical"; these are, respectively, a 50.61 paratrooper model, and a standard 50.00 model with a railed handguard and upper receiver.
FN FAL "G-Series" - 7.62x51mm NATO
The right side of the Right Arm of the Free World...
Loading in a 30-round magazine, of the type more commonly associated with the FAL's support weapon variants, such as the FALO
. 10- and 20-round magazines are available as well.
Pulling the charging handle.
Flipping the selector off of "S"...
Peering through the FAL's distinctive aperture sights.
Remembering something about the FAL that many games tend to forget: the selector has a third position, "A".
"A" for "Awesome". Presumably.
On an unrelated note, Update #76's 1st alpha build added jigglebones and grip-points to various weapons' carrying handles, the 3 FAL variants included.
FN FAL 50.61 - 7.62x51mm NATO
Loading a standard twenty-round magazine into the side-folding FAL.
Pulling back the charging handle; the presence of a standard round handle instead of a folding one pins this particular paratrooper FAL as a 50.61, with the later 50.62, 50.63, and 50.64 all having folding charging handles.
Blasting away in full-auto...
...before remembering that the stock is kind of important for actually hitting anything.
However, this does come at the cost of it being harder to fit into frame.
The other side of the rifle. Note the short, military-pattern ported muzzle brake, as opposed to the long flash hider of the prior-added "G-Series" model.
Oh, and y'know what else is helpful for accuracy?
The conveniently-placed folding bipod.
Aiming; the sights are more or less the same between models.
Firing off a burst. Hey, we said that the stock and bipod help
with landing shots, not that they make it easy.
FN FAL 50.00 - 7.62x51mm NATO
"So, I know that some of you might still be on the fence about buying, but I think this next one's gonna seal the deal for ya. Ready? An FAL... with RAILS."
"Crazy, I know, right? So many possibilities - you can put attachments on it!"
"You can distort the laws of time with it!"
"And you can even run out of ammo with it! All for the low, low price of just 5,406 payments of $99.95! Order now, and we'll even throw in a half-eaten box of Cheez-Its! Call now at 1-800-762-NATO, and get yours today!"
Added in Update #87, the "Sustenance AR3" is a fictional weapon inspired by the "Pulse Rifle" (or "AR2") from Half-Life 2; it is built off of the G-Series FAL's model, with a variety of seemingly home-brewed modifications applied to it. The resultant weapon fires from an open bolt, feeds from 30-round belts of a fictional "10x27mm Pulsed" round (hence its in-game classification as a machine gun), and features an underbarrel dark-matter lemon launcher (no, really).
And here it is, in all its post-apocalyptic glory.
The modifications are too numerous to list all at once, so let's just point them out one image caption at a time.
Mounting a belt box; the blade at the top is a large, curved piece of sheet metal which seems to be there as a mounting system, though it's also probably meant to emulate the aesthetics of the AR2.
The FAL's original charging handle is no more, with the black box on the top of the receiver housing the new bolt and cocking handle; this is as far back as it goes.
Disengaging the safety; like the AR2 (and unlike the FAL), the AR3 can only fire in full-auto, though both rifles' fire rates are low enough that semi-auto can be achieved through good trigger control.
Pulling the belt out of the box; while reminiscent of the AR2's "Pulse Plug" rounds, these are traditional single-use cartridges, rather than re-strikeable rounds that constitute 30 shots apiece.
Setting the belt into place; unlike the game's other belt-fed machine guns, the belt can simply be ripped out of the weapon at any time, though as a trade-off the bolt has to be locked back in order to seat it.
Blasting a Sosig with the Sustenance AR3; its ammunition is as powerful as it is flashy and green.
This flashiness comes in handy, as like the AR2, the AR3 doesn't have any sort of sight, making aiming a matter of guessing where sights would be and letting the tracers and sparks tell you whether or not your guess was right.
And if you were wondering what the device on the bottom with a short cup and a magnetron from a microwave oven was for, this probably doesn't help.
Conversely, this shot should; if you don't get it by now, the dark matter lemon seen above is loaded into the cup, and can be fired (with a brief charge-up delay) using the supporting hand.
Being a reference to the AR2's energy ball launcher, it should come as little surprise what happens when one of these hits a Sosig; the lemon passes through them, leaving them to blacken and float for a few seconds as they vaporize, all the while bouncing off of every wall it hits.
After a sufficient amount of ricocheting, Sosig-vaporizing, and screaming (no, seriously), the lemon explodes in a suitably spectacular fashion.
The FN SCAR-H is one of the available battle rifles in-game, added with the release of Update #32. Update #39 gave the SCAR a rail extension that goes past the front sight, and Update #85's first alpha build added a shorter-barreled CQC variant.
FN SCAR-H LB (3rd generation) - 7.62x51mm NATO
Loading a magazine into the SCAR.
Pulling back the charging handle, and chambering a 7.62x51mm round.
Taking a look at the SCAR's model, which shows off its well-done details.
The SCAR-H is happy it is painted a nice, consistent black, as opposed to its mis-matched little brother.
Looking through the rifle's larger aperture sight. As with the SCAR-L
, there is a smaller, more precise sight available as well.
Letting 7.62mm round fly.
If 20 rounds isn't enough, an X-Products 50-round drum magazine is also available.
Furthering the SCAR's customization, with the aid of an Aimpoint red-dot sight and corresponding 3-power magnifier.
The above combination results in this sight picture.
The increased magnification is nice, but it does have the downside of exaggerating vertical recoil, something which the SCAR-H doesn't exactly have a shortage of.
The post-Update #39 version of the SCAR, complete with rail extension.
FN SCAR-H CQC (3rd generation) - 7.62x51mm NATO
And here's the post-Update #85 Alpha 1 alternate version of the SCAR, complete with rail reduction. It's handy for dealing with Sosigs in tight quarters...
...but, of course, why would you shoot them yourself
when you can get them to shoot themselves
If they don't comply, you can always honk them into submission.
No, seriously - the airhorn foregrip can actually stun and knock over enemies. It's quite convenient, if you can put up with it yourself.
Heckler & Koch G3A3
Rounding out Update #54's selection of Cold War-era classics is the Heckler & Koch G3A3 battle rifle.
Heckler & Koch G3A3 - 7.62x51mm NATO
Loading the G3 with a 20-round magazine.
Admiring the beauty of this steel-and-plastic work of art. Note the magazine catch, which pops out when a mag is inserted; compare with the screenshot above.
Pulling back the charging handle...
...pushing it up into its locking recess...
...and giving it a hearty slap.
Aiming through the G3's sights.
Letting some 7.62x51mm rounds fly.
"It's nice and all, but I really wish that it had the classic diopter aperture sight."
Removing an empty magazine from the G3...
...before unsuccessfully attempting to create an R91
Heckler & Koch MP5SFA2
Interestingly, Update #63's collection of Heckler & Koch MP5 variants included the MP5SFA2, a variant of the MP5A2 with a 2-position safe-semi fire selector, developed as a pistol-caliber carbine for police use.
Heckler & Koch MP5SFA2 - 9x19mm Parabellum
Examining the MP5SFA2. Like an MP5A2, but, y'know, SF.
Loading in a standard 30-round magazine.
Pulling back the charging handle.
This is followed by a quick brass check. Just to be sure.
Taking a look at the lower, and flipping the selector switch from the first of its 2 positions...
...to the second. Apparently the selector also doubles as a lightswitch.
Checking to make sure that the safety's still off on this side, too. And also seeing that the bolt has somehow locked itself open.
...and laying down the law, one round at a time.
Heckler & Koch MP5SFA3
Complimenting the MP5SFA2, the MP5SFA3 (a semi-auto carbine version of the Heckler & Koch MP5A3) was also added in Update #63.
Heckler & Koch MP5SFA3 - 9x19mm Parabellum
Examining the MP5SFA3. Like the MP5SFA2, but, well, A3.
Once more, same as before, loading in a 30-round curved magazine.
Flipping the carbine over...
...extending the stock...
...and disengaging the safety.
Giving the charging handle a quick tug, while observing a target that probably should've been cleared a couple hundred rounds ago.
Attempting to line up the sights, and...
..."Bah, to hell with it."
While Update #63 added 32 weapons, only 28 were MP5 variants; the remainder instead consisted of 4 variants of the HK51, an unofficial name for a common modification of the Heckler & Koch G3 that consists of shortening it to the length of the same company's MP5. The 4 variants available in-game are categorized as battle rifles, and are named in accordance with standard MP5 naming conventions, rather than with any known designation system - not that one really exists, to be fair - and are also referred to as "H51"s instead of "HK51"s, likely to avoid copyright infringement; they are as follows: the stockless "H51A1", the fixed-stocked "H51A2", the collapsible-stocked "H51A3", and the short-barreled, folding-stocked "H51K".
Taking a nice, long look at the HK51 "A3". Rather ironic, since "nice" and "long" are two words seldom associated with the HK51, least of all by anyone who's fired one.
The legacy of The Angry Gun is one known to few, but forgotten by none.
Right, incredibly foreboding monologging aside...
Pulling back the HK51's charging handle. Due to the fact that the original G3's receiver wasn't meant to accommodate a barrel this short, an additional cut has been made to allow the charging handle to travel all the way back.
Fortunately, said receiver cut still has the standard-issue vertical locking notch.
Fiddling with the attached collapsible stock; the seemingly mismatched colors of the stock and the rest of the rifle is due to the gun being built out of bits of the game's existing G3 and MP5 models (impressively enough, seeing as the models were made by different people), though this could be attributed from an in-universe standpoint to that being exactly how a real HK51 is built.
Delivering the famous HK slap; unlike most of the firearms in-game capable of this, the HK51 has a long enough bolt travel distance that the bolt doesn't close within a single frame.
Flipping through the rifle's firing modes: there's "probably for the best"...
..."maybe I'll just give it a try"...
...and "you're going to regret this".
Aiming; the rifle may be pointed low here, but that's not a condition that lasts very long.
After all, a full-auto 7.62x51mm battle rifle is hard enough to control with a full-length barrel; with one that'd be more at home on a pistol, it only takes a few shots before it goes from "anti-infantry" to "anti-aircraft".
Really, in full-auto, there's not that much of a point to aiming at all. Might as well just hold down the trigger and hope for the best.
The solid-stocked "A2" version. Just because it's a better idea, doesn't necessarily mean that it's a good one.
Loading the carbine (or, at least, attempting to), which shows off the rather clear "G3-A3" marking on the magazine well; again, this isn't necessarily an error, since the HK51 is an unofficial configuration commonly made from existing G3 rifles. Next to this is a serial number, which reads "6538298".
Meanwhile, in the Cappocolosseum (the focal point of the 2018 Meatmas update), a prospective meatiator looks at the menu icon for the stockless "A1" variant.
Since a mistake in the hand is worth 2 in the bush, here's what the A1 looks like in-game.
Pulling the charging handle just a little
bit too far back; this was an issue with all 4 variants of the HK51 added in Update #63, and was fixed in the first alpha of Update #70.
Deciding that the A1 seems entirely too much like a good idea, the competitor instead settles on the stubby-barreled "H51K", and loads it with a 50-round X-Products X-91 drum magazine (another Update #63 addition).
Pulling the charging handle...
...and flipping the fire selector to "DEAR GOD WHY".
Taking some potshots at an enemy Sosig; the 51K's short barrel and heavy muzzle climb make anything outside sneezing distance a bit of a stretch.
The screen-consuming muzzle flash doesn't help much either.
Still, fire enough rounds in their general direction and they'll eventually have to get hit by one. Once that happens, you can stroll casually into the building they were guarding, and destroy one of the enemy spawners that serve as the objectives in this mode, called "Assault and Pepper". They're also the objectives in the "Meat and Metal" mode, which is effectively the same mode, except melee-only, for players and enemies alike.
Folding the stock, back in a location that's only slightly more likely to exist than a giant battle arena for sentient sausages: an empty, un-monitored indoor shooting range.
Firing the HK51K in full-auto with one hand. This goes about as well as anyone could've reasonably expected it to.
IMI Galil ARM (7.62x51mm)
The 7.62x51mm battle rifle variant of the IMI Galil ARM, complete with functional bipod, was added in the first Meatmas update. Until Update #52 (more specifically, its 6th alpha build), the Galil was permanently fitted with a side-mounted bracket scope mount; this was replaced with a Soviet-style side dovetail mount in the update.
IMI Galil ARM - 7.62x51mm NATO
The Galil in its earlier, rail-afflicted state.
Reaching up near the forend...
...and unfolding the bipod.
Taking a look through the Galil's sights, after reminding it of the oh-so-easily-forgotten concept called "gravity".
Unfortunately, the rail mount takes the opportunity to ruin this.
YES! Perfect! Not a rail in sight!
Well, apart from that one.
Loading in 25-round magazine.
Racking the charging handle, in a manner that does not take any advantage of the newfound freedom of the handle's vertical extension.
Still, what better way to say "bing, bong, the rail mount's dead" than to fire irresponsibly and indiscriminately?
Also worth rejoicing over is the functional folding stock...
...which allows you to do something that you absolutely shouldn't.
That's not really a good idea either.
Lee-Enfield No.4 Mk.I
The Lee-Enfield No.4 Mk.I, the standard rifle of the British Army and the armies of the Commonwealth during the Second World War, was added to H3 in Update #52. Update #76's first alpha build included, among other things, a bayonet for the rifle, an attachable scope, the ability to remove and replace the rifle's magazine (correct, though as they were only issued with one magazine there was little point in doing so in the field), and a fixed wooden cheekrest, the latter of which effectively turned the rifle into the No. 4 Mk.I (T) variant. It also included two other versions: a sawn-off variant (a la the "Obrez", though some earlier Mk.III SMLE rifles were sawn off in a similar manner for trench fighting during WWI), and a variant with a leather cheekrest/cartridge holder, a shortened barrel, and a positively enormous integrated suppressor; being an invention of the Enfields' modeler, the Swedish 3D artist Stefan Engdahl, the latter is referred to as the "Swede Mod".
Lee-Enfield No.4 Mk.I - .303 British
A good closeup view of the No.4's action.
Loading the rifle with the first of two 5-round stripper clips.
Sending the bolt into battery, and a .303 round into the chamber.
Taking aim at the target. In the period between this shot and the previous one, the safety was turned off.
To maximize the weapon's rate of fire, one can use this... interesting
Lee-Enfield No.4 Mk.I (T) - .303 British
A shot of the various Lees on a table, displaying the distinctive (T) stock of the updated No.4.
Affixing a bayonet to the Mk.I (T).
Sawn-off Lee-Enfield No. 1 Mk.III SMLE - .303 British
"Wait a minute... what are you?"
Yep, this is a thing. It's not quite identical to the reference image (being a No.4 instead of an earlier SMLE, since the role that a sawn-off rifle would fill had largely been superseded by submachine guns by the time WWII rolled around); it also still has its front sight, for reasons unclear.
Meanwhile, we have what appears to be a mostly normal-looking Lee-
Attempting to load the rifle with a stripper clip.
There being no magazine in the rifle, this is met with limited success. The magazine going in in this shot is also fully loaded, so the whole stripper clip affair would prove to be quite unnecessary in the long run.
Giving the sights a try; with the sheer size of the integral suppressor, the rear sight has to be set to one of its longer-ranged positions just to get a picture.
Working the action to eject a spent case, which makes the rather dramatic move of throwing itself directly at the camera.
If you don't find the raised sights to be to your liking, the modified Enfield is also compatible with the same No.32 scope as the Mk.I (T).
Aiming at a Sosig's head through the scope...
...before ignoring everything in the above shot altogether.
Lee-Enfield No. 5 Mk I "Jungle Carbine"
Along with the aforementioned variants, the 1st alpha of Update #76 added a Lee-Enfield No. 5 Mk I "Jungle Carbine"; like the De Lisle Carbine, its action takes priority over its length, and it is thus classified as a bolt-action rifle rather than a carbine.
Lee-Enfield No. 5 Mk I "Jungle Carbine" - .303 British
Inspecting the Jungle Carbine's left side.
As for the right side, the Carbine couldn't afford to get its own full set of screencaps, so it had to share a table shot with the No.4s. Tragic, I know.
Luckily, after a few months of work at the sawmill, the No. 5 managed to scrape together enough money for screencaps of its own. Here's one of the bolt being opened...
...and another of a magazine being loaded...
...and a third of a round getting chambered! All done by a fancy, big-city man, with one of those new-fangled... what're they called again? Chimeras?
Looking past the sights at a Sosig; the No. 5 uses the same aperture/winged post setup as the full-length No.4 upon which it was based.
Switching off the safety...
...and shooting a different Sosig, this time at least attempting to align the sights.
The last of the 3 Update #52 Luger variants is a rare full-stocked carbine.
Luger Model 1900 Carbine - 7.65x21mm Parabellum
Admiring the Luger Carbine. If it's good enough for Kaiser Wilhelm, it's probably good enough for you.
Loading in a full magazine of 9mm Luger, though Luger Carbines are chambered in 7.65mm Luger in real life.
A quick check reveals that the stock is, in fact, detachable; this is one of many new mechanics and features coming in Update #52.
Taking aim with the carbine, sans stock.
Firing a round at the target.
"Well, that was a terrible idea."
After realizing the mistake of doing without, the carbine is fired properly - that is, with a stock attached.
The M14 battle rifle is one of the firearms added to the game in the first Meatmas update. The release of Update #42 gave the weapon the ability to use 10-round stripper clips. Update #58 replaced the model; while good, the original model had some dimensional issues that complicated parts interchangeability, which necessitated its removal.
M14 rifle - 7.62x51mm NATO
Admiring the rifle. There are many like it, but this one is... nobody's.
Pulling back the charging handle reveals the aforementioned rounds.
...before remembering one little detail:
With that, the business of using the gun - the one for killing, that is - can proceed as planned.
Locking back the bolt (ejecting a round in the process)...
...topping the M14 off with a stripper clip...
...and letting the bolt slam back into battery.
Pulling back the charging handle.
An attempt to admire the rifle is rudely interrupted by the emergence of a new foe: letterboxing.
The unholy abomination dealt with, business as usual can continue - business such as aiming the M14...
...and firing it. The new M14 is just as uncontrollable in full-auto as the old one.
As a companion to the classic wood-stocked version, the M14 in its military DMR configuration was included in the first Meatmas update, under the battle rifle class. Unlike the earlier rifle, it cannot use stripper clips, as its scope mount blocks the action. Being from the same modeler as the original M14 (and being based around the same receiver and barrel group, complete with compatibility-complicating dimensional issues), the M14 DMR was also removed in Update #58; unlike the standard M14, however, no replacement model was added.
M14 Designated Marksman Rifle in McMillan M2A stock and with a Harris bipod - 7.62x51mm NATO
An M14 DMR lying on a table.
The more things change, the more they stay the same.
Loading in a Vietnam-style 40-round magazine; this is more or less just two 20-rounders welded together.
Pulling the charging handle, which gives an excellent view of the scope mount.
If you want an even better view, all you have to do is try to aim.
Knowing that the lack of usable sights removes any chance of hitting anything anyways, the Scopeless Sniper says "eh, screw it" and unloads his DMR in full-auto.
"Well, that's all she wrote."
Update #48 added the M1 Carbine. It is a late-war/post-war model (with a bayonet lug and adjustable aperture sights), and can accept either 15-round or 30-round magazines of .30 Carbine. Update #51 made a variant with a permanently-attached M84 scope available as well; Update #52 replaced this with an attachable version of the scope.
M1 Carbine (late-war/post-war) - .30 Carbine
"Wait, where does this thing go again?"
"Oh, okay. Yeah, that makes sense."
The Carbine's sights. They're a bit small, but quite usable.
With the release of Update #76's 1st alpha, the late-war bayonet lug became more than just an aesthetic feature, allowing for the attachment of an M4 bayonet (also compatible with the M2 below, for obvious reasons).
Along with the Luger P08, the Nagant M1895, and the Webley Mk VI, the M1 Garand was added to the game with Update #47. Befitting of its reputation, it is classified in-game as a battle rifle.
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...
Pulling back the Garand's bolt, which is correctly depicted as rotating.
Locking open the M1's action. Initially, this required a manual action, similar to some of the game's other firearms with manual bolt hold-opens; this was later corrected to reflect how the M1 simply locks open on its magazine follower whenever it isn't loaded.
Loading an en-bloc clip into the M1. Due to engine limitations, the angle that the game allows for this action to be performed at is, shall we say, generous
Taking a look at the rifle's distinctive safety switch, located inside the trigger guard.
Turning the safety off, with a satisfying *click*
Aiming the M1; the aperture sights are simple, clean, and easy to read.
Letting some .30-06 rounds fly.
Of course, what is a Garand without the "PING
Far less famous, however is this little doohickey.
Said doohickey is a unique non-magnified optic that replaces the Garand's rear iron sight, based on a rare prototype optic seen in this Forgotten Weapons article
Considering how said optic has a very narrow tube, and a reticle consisting of a single thin post that's just barely
visible in this shot, it's not exactly surprising that it wasn't adopted.
The M1 Garand fitted with its Update-#76-Alpha-1-added bayonet, which is also designated the M1. As were far, far too many other things during this period.
Update #51 brought along the M1D variant, fitted with an M84 scope. It was later removed in Update #52, with its replacement being an attachable version of the M84 scope for the M1.
M1D Garand - .30-06 Springfield. Note the M37 slotted flash hider; the one in-game has the earlier conical variant.
A side-on view of the M1D Garand. Note that the safety is currently on, as is standard for freshly-spawned weapons in H3
The opposite side of the M1D, which shows how the scope doesn't seem to be properly attached to the rifle's barrel.
Looking through the M84 scope, which has a rather distinctive one-and-a-half-line reticle.
The M1D's scope is mounted off to the left side of the rifle to allow for the loading and ejection of en-bloc clips; one of the side effects of this is the ability to use the rifle's iron sights, as shown here.
Leaning the rifle against a wall, which gives a good view of the distinctive early-pattern conical flash hider.
Using a scoped M1 Garand (note the lack of a flash hider) to demonstrate a couple of later-added features; namely, the ability to load the rifle with loose rounds while an en-bloc clip is inserted...
...and the ability to eject a non-empty clip using the clip release.
Also of note is the fact that the attachable M84 and the aforementioned prototype optic are not mutually-exclusive, and can both be mounted onto the same rifle simultaneously.
Though, as the former's model includes a standard rear sight that overlaps the latter's reticle, doing so is only recommended for those who're unhappy about having functional eyes.
Along with the M1 Carbine came its select-fire relative, the M2 Carbine. The M2, like the M1, has the late-war pattern of sights and a bayonet lug. It also has a metal heat shield; this was likely both due to the increased amount of heat that the M2 is likely to produce, and to make the M2 more visually distinctive. As with the M1, the M2 gained a variant with an M84 scope following Update #51; also like the M1, this variant was removed, and replaced with an attachable version of the M84 scope.
M2 Carbine (with sling and 30-round magazine) - .30 Carbine
M1 Carbine with heat shield - .30 Carbine. Image provided to show the metal heat shield used on the in-game M2.
The M2 Carbine, complete with 30-round magazine.
Taking a look at the M2's metal heat shield. Note also the bayonet lug and adjustable sights, confirming both this and the M1 (which also has these features) to be late-war models.
Letting the M2's charging handle drop into battery after pulling it back.
Manipulating the Carbine's safety. This control is the same on both the M1 and the M2.
This one, however, isn't. This is the fire selector of the M2 Carbine, currently pushed forward for rock n' roll.
Opening fire with the M2.
One quick mag change later, a quick tug of the charging handle to release the bolt is merited, seeing as it locks open when the weapon runs empty.
An M2 Carbine with an M84 scope attached. An unlikely combination, but not an impossible one by any means.
Looking through the M84 scope at a paper bullseye target.
Update #52's 10th alpha build added a transitional-variant M1903 Springfield rifle to H3.
Screenshots courtesy of Reddit user Shubishu.
M1903 Springfield (interwar transitional) - .30-06 Springfield
An M1903 Springfield and a 5-round stripper clip on a table, inside the Sniper Range. Competition-oriented rifle or not, iron-sight sniping is a daunting task.
Examining the Springfield. The barrel-mounted rear sight, straight-wristed stock, and lack of grasping grooves in the forend peg this rifle as a somewhat more seldom-seen transitional model, manufactured between the WWI-era original and Mark I variants, and the later M1903A1.
The other side. Note the interesting pattern of the stock's wood grain; this mis-matching could possibly indicate that the rifle was repaired at some point in its lifetime, possibly a personal restoration of a sporterized surplus rifle to its former glory.
Then, in a surprise plot-twist, the stripper clip that showed up a few screenshots ago turns out to be incredibly important to the central plot! This shocking twist surprised... absolutely nobody.
Disengaging the Mauser
-type flag safety, common to rifles of the era. It especially makes sense on the Springfield, since it is, for all intents and purposes, a Mauser-pattern rifle.
Aiming the M1903; being designed in substantial part for long-range competition target shooting, the M1903's sights are small and precise. This is nice and all for long-range shooting, but can be a bit tricky to use for closer, faster shots.
Putting an end to the squint-fest of aiming by firing off a shot; note that the striker, previously off of the bottom of the shot, is now in full, plain view.
Observing the damage done to the targeted watermelon whilst cycling the rifle, preparing for another.
The release of Update #76's first alpha replaced the aforementioned transitional M1903 with a later M1903A1 Springfield, complete with an attachable Unertl scope.
M1903A1 Springfield - .30-06 Springfield
M1903A1 Springfield with 7.8x Unertl scope - .30-06 Springfield
Affixing the rifle's proprietary Unertl scope...
...which stretches across the entire receiver, and most of the handguard to boot.
The rifle's other side, showing off the bolt handle and receiver.
Opening the bolt; being a later-pattern Mauser
-type design, the M1903 cocks its striker when the action is opened.
As is common for scoped rifles of the era, the M1903A1's scope blocks the stripper clip guide, forcing the user to single-load.
Sending a .30-06 round into the chamber.
Aiming at a Sosig; even with the aim-steadying Virtual Stock system, the Unertl scope's combination of a small objective lens and a high magnification (7.8x) makes target acquisition rather difficult, as the black area at the top of the scope demonstrates.
This also means that, upon firing, the rifle's vertical recoil upsets the sight picture entirely, making it difficult to tell whether or not a shot has hit its mark.
To top it all off, the position of the optic over the action tends result in cases going straight into the scope tube, as seen here.
The eleventh alpha build of Update #52 included an M1941 Johnson battle rifle (not to be confused with the light machine gun of the exact same name).
M1941 Johnson - .30-06 Springfield
The left side of the Johnson...
Loading the rifle with a 5-round stripper clip.
Pulling back the charging handle, and letting Betsy'
s bolt slide into battery.
Entirely failing to aim the Johnson. You're going to need to do better than that if you want to earn a Medal of Honor
Sure, there might be plenty of jokes to make about this, but we're not going to make any, because this is a family website.
Martini-Henry Mk. II
Another gift from the 2019 Meatmas update was a Martini-Henry rifle (more specifically, a Mk. II variant), a long-requested addition. It is categorized as a lever-action rifle in-game, owing to its lever-operated falling block mechanism; this makes it the first rifle in the category to not be magazine-fed.
Martini-Henry Mk. II - .577-450 Martini-Henry
Examining the Martini-Henry; at 49 in (124.5 cm) in length, it's a rather difficult rifle to fit on the screen.
Hence why you shouldn't bother. The large-ended cleaning rod seen above, coupled with the large-sized indicator visible below, peg this as a Mk. II variant.
Said indicator indicates when the rifle's internal hammer is cocked; this is a useful thing to have on a rifle with no safety. The rifle's proofmarks are also visible here; perhaps one of our Australian users could lend a hand in translating them.
Loading in a single .577-450 round (so named for its use of a .45 caliber bullet in a necked-down .577 Snider case); these are only available in one type, that being a period-standard bottle-nosed unjacketed lead bullet.
Closing the Martini can be a bit tricky, often requiring a fair bit of force; a general rule of thumb is to shake it, not stir it.
Aiming at a particularly tribal-looking snowflake. The sights are surprisingly readable; this is especially relevant on a rifle where every shot needs to count.
Making the shot count, and slotting the charging crystal; even if the recoil didn't obscure the target, the large cloud of black-powder smoke it produces certainly would.
Ejecting a spent case, showing the "BSE" marking on its head; slightly more concerning is the "DP" marking visible on the chamber, which stands for "Drill Purpose", and denotes a rifle not considered suitable for anything beyond basic training drills (i.e. often of dubious safety to actually fire).
The MAS-49/56 is one of the available battle rifles in-game, added in the first Meatmas update. Upon its addition, it was chambered in 7.62x51mm NATO (a non-factory chambering, but a common (if unethical) practice among many civilian owners); Update #42 changed this to the appropriate 7.5x54mm French, and gave it the ability to use 5-round stripper clips. Added with the rifle was an APX L806 3.85-power scope, unique to the MAS.
MAS-49/56 - 7.5x54mm French
A good look at the MAS-49/56.
The other side, which shows off the trigger group and interesting plastic-encased charging handle.
Loading in a magazine. The MAS-49/56 doesn't have a magazine release; the release button is located instead on the magazines themselves.
Racking the charging handle, and taking a good look at the rounds in the magazine.
Peering through the rear sight at the front one, as is tradition.
Reloading the rifle with a stripper clip.
Releasing the bolt, and getting back to business.
"I mean, the irons are okay
, but maybe I could try something different...?"
The L806's unique mount, which works based on a set of dovetail rails on the side of the receiver, similar to some Soviet scope mounts.
Also Soviet-esque is the reticle, which looks rather like that of a PU scope.
The 1st alpha build of Update #76 gave the MAS a bayonet, for when you feel like un-shortening your shortened rifle.
Another one of the gifts added in the 2019 Meatmas update, the "All Rounder" (more formally known as the "UBR-59", presumably short for "Universal Battle Rifle, Model of 1959") is a stylized version of the MAS-49/56 (with a few AK-esque elements, such as the upper handguard) meant for the "Meat Fortress" gamemode, designed to fit in with Team Fortress 2's art style while fulfilling a role which the original TF2 arsenal somewhat conspicuously lacks: a self-loading rifle. The All Rounder chambers the proprietary (and fictional) "10.5x35mm Dutch" cartridge, a round as cartoonishly-proportioned as the rifle itself, which comes in 3 varieties (unique for the Meat Fortress weapons); apart from the standard tracer FMJ, there's a variant packed with 4 armor-piercing flechettes (akin to some of the SPIW and SALVO prototypes, albeit infinitely more functional), and an "Inferno" version that disintegrates and spreads fire at a semi-fixed distance from the muzzle.
The "All Rounder", in all its round glory.
Note the exaggerated... everything, really.
Also note the lever in the trigger guard; this is the safety, and it flips up into a notch in the stock when disengaged.
Loading in a magazine full of 10.5mm rounds, whose projectiles are longer than their actual cases...
...and chambering one with a tug of the slightly-tilting charging handle, silently hoping that this thing has gain-twist rifling. Or at least a considerable amount of freebore, so that any possible barrel ruptures happen as far away from the user's face as possible.
Aiming; the sights are essentially a faster-acquirable version of the MAS's, with a narrower, less obtrusive rear sight (complete with a much larger aperture) and a larger front sight post.
Shooting a snowflake out of the sky.
Loading in a 5-round stripper clip of flechette ammo. If only DARPA could see you now...
a tube of lipstick
an Inferno round, whose non-aerodynamic shape is a bit of a moot point...
...since it just breaks apart mid-air anyways. If it hits something before reaching is maximum range, it will spread its fire more tightly, making it a dual-role incendiary/area-denial round; it's effectively a poor man's flamethrower, with a bit more precision at the cost of (if you'll excuse the pun) volume of fire.
Mauser Karabiner 98 Kurz
Update #52 brought along a Karabiner 98k, furthering the game's collection of World War II-themed weaponry.
Mauser Karabiner 98k - 7.92x57mm Mauser
A clear look at (most of) the K98k. Note the earlier-pattern stock nosecap and cleaning rod, showing that this is an earlier-pattern rifle, and not the later "Kriegsmodell".
The other side of the rifle, with the bolt open.
Loading the rifle with a 5-round stripper clip.
Chambering a 7.92mm round.
...and remembering to turn off the safety. The color of the target is conspiring with the picture's resolution to make the front sight hood virtually invisible.
Ejecting a spent case. One down, 4 more to go.
Mauser Karabiner 98k with Zeiss ZF42 scope - 7.92x57mm Mauser
Update #76's 1st alpha build added a scope for the Karabiner (specifically, a Zeiss ZF42), another long-awaited addition.
Unfortunately, the centerline placement of the scope makes the use of stripper clips all but entirely impossible; as seen here, they don't physically fit between the scope tube and the receiver.
As such, the only way to load the scoped 98k is one round at a time.
Plugging a Sosig in the noggin; this shows off the scope's 3-line reticle, common for scopes of the era. Note the hole in the scope mount; this allows the iron sights to be used with a scope mounted (though the resultant sight picture is somewhat cramped, as one might expect).
Mauser M1917 Trench Carbine
The last of Update #52's C96 variants is a rare M1917 Trench Carbine, a variant developed (but not issued) during World War 1 for German sturmtruppen. The weapon in-game is incorrectly chambered in 7.63x25mm Mauser, rather than the correct 9x19mm Parabellum.
Mauser M1917 Trench Carbine - 9x19mm Parabellum
Mauser C96 Carbine (slab-sided) - 7.63x25mm Mauser. For reference.
Examining the Trench Carbine. Note the distinctive slab-sided lower frame, and that the magazine well is thinned down to the point of being flush with the receiver, presumably so that the thinner 7.63mm magazines can fit in. Also note the in-game extended barrel compared to the reference image.
Taking aim at a bullseye through the M1917's iron sights.
Firing a shot; as one would expect from a pistol-caliber carbine, this doesn't produce much recoil.
The first alpha build of Update #76 brough along some new Mosin-Nagant variants, one of which being an original M1891 long rifle.
Mosin-Nagant M1891 - 7.62x54mmR
Admiring the M1891 Mosin. It's in somewhat rough shape, sure, but what can you expect out of a rifle that's lasted well over a century?
A close-up of the rifle's other side; here, the older-styled rear sight can be seen, as well as the serial number on the bolt.
Aiming down the aforementioned vintage sights, while punching some holes in the Sampler Platter's "Hot Bar" area.
A rather apt name, considering the nature of the targets present.
...and slamming a fresh round into battery.
Mosin-Nagant M38 Carbine
First seen in the Alpha 1 build of Update #52, the Mosin-Nagant M38 Carbine is available for use in H3; like the later-added Lee-Enfields, it is categorized as a bolt-action rifle, not a carbine. Amusingly enough, it is found near the trashcans in several scenes, referencing one of the Mosin's unflattering nicknames, The Garbage Rod.
Mosin-Nagant M38 Carbine - 7.62x54mmR
Opening a loot crate in Take & Hold mode reveals a Mosin, and a 5-round stripper clip. With the exception of some bugged instances, weapons in Take & Hold generally spawn with some form of appropriate ammunition. Granted, "appropriate" ammunition does include things such as 5-round magazines for assault rifles, and shotguns with confetti-filled shells.
Opening the Mosin's action.
Loading the rifle up with 7.62x54mmR rounds, with the aid of the aforementioned stripper clip.
Chambering the first of the rifle's 5 rounds, and heading off to battle.
The threat to the motherland dealt with appropriately, our invisible Red Army soldier (or possibly /k/ommando) cycles his rifle, and ejects a spent casing.
Following the discovery that Weinerbots don't terribly like it when you try to take their points, our protagonist finds himself face-to-face with a bot that clearly doesn't understand the meaning of the phrase "personal space", and decides to teach him a copper-jacketed lesson.
On a different note, Update #76's 1st alpha build gave the M38 a new, somewhat more worn-looking texture, complete with some rather nice (and appropriate) brass fittings.
The other Mosin variant added in Update #76's first alpha build was a Mosin-Nagant M91/30 configured as a sniper rifle, with a downturned bolt handle and a side-mounted dovetail rail for an also-added PU scope.
Mosin-Nagant M91/30 with PU scope - 7.62x54mmR
Examining the Mosin's left side, running an imaginary hand over the cutout in the stock in which the scope rail resides.
The right side, which shows off the downturned bolt handle.
This is necessary, as when the scope is attached...
...a straight bolt handle would run into it before it could open all the way.
Likewise (and like most of the other scopes for this period's rifles), the scope blocks the stripper clip guide, making round-by-round reloads the way to go.
Closing the bolt, and sliding a round into the chamber.
Drawing a bead on a Sosig's head with the 3.5x PU; the high position of the scope allows the irons to be used as well.
The enemy at the doorway defeated, our sniper cycles his rifle. Or is it "our" rifle?
If long-range combat isn't your thing, the M91/30 can also accept the standard Mosin bayonet (as can anything that takes muzzle attachments), for maximum "URAAAAAAAAAAA"
Update #52's twelfth alpha brought along a sawn-off version of the Mosin, a configuration commonly referred to as an "Obrez" (Russian for "cut"). The entire stock is removed, and replaced with a homemade wooden pistol grip. Being a weapon meant to pad insufficient supplies of proper pistols among various underground groups, the Obrez is classified as one in-game.
Mosin-Nagant "Obrez" with Pistol Grip - 7.62x54mmR
Well, it might be snowy, but at least it's not Stalingrad.
The absence of a stock shows off something interesting about the in-game Obrez:
The trigger group is fully-functional, and all its parts move when the trigger is pulled.
Opening up the truncated Mosin's action...
...loading in a 5-round stripper clip...
...and sending the 1st of those rounds into the chamber, which constitutes more or less the entire barrel at this point.
"Aiming"; of course, considering the fact that both the front and rear sights are mounted on the now-near-nonexistent barrel, this is more a formality than anything else.
Ejecting a spent casing from the Obrez.
...and a little bit of that...
When Lovecraft spoke of something so innately wrong that it could drive men to insanity just by looking at it, one has to wonder if this is what he was referring to.
Update #56, AKA the 2018 4th of July Update, included an 1886 Quackenbush "Bicycle Pump" single-shot .22 carbine. Along with the Ruger 10/22 below, the Quackenbush marked the first addition of a firearm chambered in .22 Long Rifle since the addition of the Ruger Mk III back in Update #5.
Quackenbush 1886 "Bicycle Pump" rifle - .22 LR
The Quackenbush. Yes, that's its real name.
Opening up the Quackenbush's side-pivoting breechblock.
Loading in a .22 Long Rifle round; the red tip pegs it as a tracer.
Flipping over the now-closed Quackenbush...
...and cocking the striker.
Lining up the simple notch-and-blade sights of the Quackenbush. That's just fun to say. Quackenbush, Quackenbush, Quackenbush...
Remington Model 8
Update #42 added a Remington Model 8 in .35 Remington, fitted with a rear tang-mounted peep sight. Notably, it is able to make use of stripper clips, which were added in this update. Update #46 added a short-barreled variant, which was then removed in Update #52 due to the inherent issues with cutting down the barrel of a long-recoil-operated rifle. Update #85's third alpha added a scope for the rifle (a Weaver Model 330 on a specialized mount), which also fits the Model 81 below.
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.
"Let's check our list here... scopes, rifles..."
Resting the rifle on a fence, and aiming at a distant dueling tree; the Weaver's reticle is a basic set of crosshairs. Simple, but it helps for those long-distance shots.
Of course, one of the downsides of a scope is target re-acquisition after each shot. In other news, a spent casing has apparently attempted to become one with the rear sight.
Remington Model 81 Special Police
The eleventh alpha build of Update #52 added a Remington Model 81 Special Police, an updated version of the earlier Model 8 capable of using detachable magazines. As with the in-game Model 8, the Model 81 is chambered in .35 Remington in-game.
Remington Model 81 Special Police - .35 Remington
Loading a 15-round magazine into the Model 81.
Flicking off the safety...
...before pulling back the charging handle, and sending a .35 Remington round into the chamber.
Examining the rifle; its semi-pistol-grip stock and bulky forend distinguish it from an earlier Model 8 fitted with a Peace Officer's Equipment detachable magazine conversion kit.
Taking aim; the Model 81 uses a rear tangent sight mounted on the barrel shroud, as opposed to the tang-mounted aperture sight of the in-game Model 8.
Interestingly, the fact that the Model 81 has a detachable magazine doesn't stop it from using the same 5-round stripper clips as its predecessor.
Remington Rolling Block
Update #91 added two variants of the Remington Rolling Block; the first is a standard-pattern commercial carbine chambered in 8x50mmR Lebel (the first weapon in the game to use the round), and the second is the rare No. 1 "Creedmoor" sharpshooter pattern, equipped with an aperture sight and chambered in .45-70 Government. The two rifles are the first in a new sub-category (breech-loading rifles); by and large, they're functionally identical to the earlier-added Rolling Block pistol.
Remington Rolling Block - .32 rimfire. Similar to the in-game rifle.
The Remington Rolling Block family - we've got mama bear, papa bear, and baby bear, all in one place.
First is the standard Rolling Block rifle, which unsurprisingly, looks like a longer version of the Rolling Block pistol.
Cocking the hammer allows the breech to be accessed.
...and inserting a single 8x50mmR Lebel round.
Cartridge chambered, the breech can be closed, and the rifle is now ready to fire.
Aiming down the Rolling Block's simple sights.
Firing the Rolling Block.
Upon opening the breech again, the poor cameraman was immediately struck by a hot brass shell. After all, there's no real point in opening the breach while still shouldered.
Remington No. 1 Rolling Block "Creedmoor" - .22 rimfire
Next we have the Creedmoor, the Rolling Block's richer, fancier sibling.
Cocking the Creedmoor's hammer.
Opening the Creedmoor's breach.
This time we have a .45-70 Govt cartridge, an ideal cartridge for big-game hunting. Sadly there are no meaty safari animals to take this gun hunting with... yet.
Chambered, ready to close the breach and fire. Another note is that the elevation on the sights are not adjustable in-game, despite the ladder-type model used.
Aiming down the Creedmoor's aperture sights; the hole for the aperture is widened, as apertures do not work in VR as they do in real life due to the artificial focal plane. Instead, one has to center the front sight through the aperture to aim. Not the most accurate, but its a necessary compromise.
Upon firing the rifle, the sight picture is immediately obscured by the rear aperture. However, the clang of the metallic target being hit confirms the shot. Unfortunately, this doesn't come across in picture format.
Ejecting the cartridge, this time ensuring that the cameraman's face is nowhere near the breach. Still a close call, though.
Another side-by-side comparison of the two rifles.
Rossi Rio Grande
Update #75 added two variants of the Rossi Rio Grande lever-action rifle to H3, both of which are chambered in .45-70; this fulfilled a long-standing community desire for a lever-action in the cartridge. Both are known in-game as the "Rio Big-Bore", with the non-suffixed version having synthetic furniture, a receiver-mounted scope rail (a Rossi factory option), and a custom lever, while the wood-furnished "Salvaged" variant is a "Mare's Leg"-esque configuration, with an extended lever loop (another factory option), and a shortened stock, barrel, and magazine tube.
Rossi Rio Grande with extended lever loop and scope rail - .45-70 Government
Inspecting the tacticooled Rio Grande. On top of the pre-added modifications, this one's been fitted with a laser sight, a Trijicon MRO on a riser...
...and, as is visible here, a cloth-shrouded suppressor.
Opening up the action, while responsibly keeping the rifle pointed downrange.
Loading a single .45-70 round into the ejection port.
And a few more in the magazine tube.
Aiming through the attached MRO.
Working the action, and ejecting a spent case. As cool-looking as the brass-knuckle lever is, it's probably not all that comfortable. Especially for those with large hands.
The shortened variant. Looking at this image, it should be pretty obvious where it got the name "Salvaged".
The abused rifle's other side, which shows off what seems to have been a rather poor attempt at applying stock checkering.
Loading a few .45-70 tracers into the Rossi's magazine tube.
Lining up the simple notch-and-post irons...
...and letting a round fly. The next few frames consist of the wielder getting a serious case of Nosehammer Syndrome.
Cycling the truncated Rio.
Update #56 (released July 4, 2018) added a synthetic-stocked Ruger 10/22 carbine. Along with the aforementioned Quackenbush, the 10/22 was the first .22 Long Rifle-chambered firearm in H3 since Update #5's Ruger Mk III.
Examining the 10/22. The brightly-polished finish provides an interesting contrast with the matte black polymer stock.
The rifle's other side. Note the line on the forestock; this denotes the rifle as a takedown (i.e. capable of being split in half for easy transport) model.
Loading in a 10-round rotary magazine.
Pulling back the charging handle.
Plinking the target with a few .22 rounds.
"Sure, 10-rounders are fun and all, but I could really go for something with just a little more...
Perforating the target with the aid of 25 .22 tracers.
A .308 Winchester-chambered Sako 85 is one of the available firearms in-game, added in Update #13. Rounding out the update's collection of shortened firearms, Update #46 brought us an Obrez-esque sawn-off Sako, classified in-game as a bolt-action pistol.
Sako 85 Hunter - .308 Winchester
A Sako 85 sitting on a table. Considering the presence of a grab-laser, it's not likely to stay there for long.
And indeed it doesn't, as evidenced by this close-up shot.
The Sako with its action open; since the magazine is detachable, removing just leaves a gaping hole underneath the bolt.
As with most of H3'
s firearms, the Sako can be chamberloaded. Note that the round has a struck primer.
Doing so would (at the time of this screenshot) place the round into the chamber directly; Update #52 changed this to instead affix it to the bolt. Both are entirely feasible.
Aiming; the Sako 85's notch-and-post sights are serviceable, if a bit small.
Of course, if single-loading isn't fast enough for you, there is another way...
...that way being H3VR'
s patent-pending Speed-Shooting Technique! Guaranteed to double your fire rate and
your group size! Order now! (Rifle sold separately).
Having successfully hit the gong, Hick-not45 attaches a scope to his Sako so he can hit that red plate over there.
Of course, you can't hit a plate without something to hit it with.
So, seeking to fix this, Hick-not45 opens up his Sako...
Realizing just how far away "over there" is, Hick-not45 decides to adjust his scope's magnification. This scope was introduced with the rifle; it is a 3-12x variable-power scope, supposedly made by "Ziel" (according to the markings).
Having made his hit, Mr. 45 celebrates by ejecting a spent casing.
Meanwhile, back in the indoor range, something very bizarre appears to have happened to the Sako.
Said something seems to have been a severe curtailing of the Sako's, well... existence, really.
Fortunately, the action still seems intact.
And if the action's still in one piece, then the gun works.
The SKS is one of the available carbines in-game (added through Update #18), and is fitted with a Tapco stock and converted to use 20-round detachable magazines. With the release of Update #42, it was granted the ability to use 10-round stripper clips. Update #54 added a classic, non-Bubba'd variant of the rifle, much to the relief of milsurp purists everywhere; the addition of bayonets in the 1st alpha build of Update #76 gave the latter variant its integrated folding bayonet, bringing yet further applause.
SKS with aftermarket Tapco Intrafuse Stock System furniture - 7.62x39mm
Examining the SKS. The bayonet was sacrificed to the benign Tapco gods in the sky; may they spare our milsurps the same fate.
A more clear look at the rifle, which shows that it, unlike the reference image, has a solid polymer stock. Said stock is a different color than the rest of the rifle. The Tapco gods work in mysterious ways.
A closeup of one of the rifle's detachable 20-round magazines.
Loading in the aforementioned magazine.
Chambering a 7.62x39mm round.
Making an effort to line up the sights...
...and letting a round fly.
Rather amusingly, ejected casings from the SKS go straight up, and fall straight back down, often directly onto the rifle itself, as seen here.
Doing something with the rifle it was actually intended to do, and reloading with a 10-round stripper clip.
At long last, a classic, vanilla SKS for all of us to enjoy.
Some might say that vanilla is bland, but at least it tastes better than plastic.
Locking open the rifle's bolt...
...pushing 10 rounds out of a stripper clip...
...and letting the bolt slam into battery.
Taking a few potshots at the target.
The updated SKS, folded bayonet and all. It can actually be used to slash enemies in this state...
...though, as with many things, it's more useful when pointed away
from the user.
For those who want a little more range, a later update added the ability to mount the Mosin-Nagant
's PU scope on the SKS; this is a rather common modification IRL.
Taking full advantage of the added magnfication, and aiming at a soda can 6 feet away.
Springfield Armory M1A SOCOM 16
Update #58 added a SOCOM 16 rifle, with a tan-finished synthetic stock; it is known in-game as the "M1Shorty16" (lacking spaces in its name, like many of the game's weapons), and is classified as a battle rifle. Like the real weapon (and unlike the game's other M14 variants, presently included or otherwise), it fires exclusively in semi-auto.
Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
Loading the SOCOM 16; it comes with a short 10-round magazine by default, though it can also use the normal M14's 20- and 30-round magazines.
Giving the charging handle a good, solid pull.
Which, in spite of what the name would suggest, doesn't actually have anything to do with SOCOM.
Doing something that definitely doesn't qualify as "aiming"...
...and taking some potshots.
A quick tug of the bolt handle...
...and back to business. A tactical reload for a tactical rifle.
KRISS Vector CRB
The KRISS Vector CRB, a long-barreled civilian carbine variant of the full-auto Vector, was added at an unclear point (presumably post-Update #53, since that was when the long-barreled full-auto Vector was removed from the game); it cannot be attained normally, instead showing up in Take & Hold as a rare drop when playing as Ricky Dicky Random. Like the older version, it is a Gen I Vector, but fitted with the barrel shroud of a Gen II Vector CRB Enhanced, along with an AR stock adapter to which a Magpul MOE fixed carbine stock is attached.
Gen II KRISS USA Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum
Rolling for a random gun, Ricky finds himself surprised by the inexplicable presence of a gun removed a couple dozen updates ago.
Still, he can't help but feel like there's something missing from it.
And no, it's not just a shot of the thing being loaded.
You could say "sights", but those were always missing from the Vectors. You could also say "the foregrip that they used to have", and you'd be right, but that's not the joke that this section is working towards, so please don't say that.
Aiming through the now-affixed Trijicon SRS-2 red-dot sight at a point-guarding Sosig...
...and then, as is tradition, belatedly remembering to turn off the safety.
In doing so, Ricky realizes the bit that's missing: a second switch. The original long-barreled Vector was simply an SMG with a CRB's barrel and shroud, whereas this one is a proper semi-auto-only carbine.
Popping another guard with the carbine; the relatively small muzzle flash and low recoil make it a bit hard to show what's going on at times.
Having finished a hold with it, Ricky concludes that the carbine Vector is, apart from the 16" shrouded barrel and lack of a giggle switch, pretty much identical to the SMG version. Case in point: both have side-folding AR stock adaptors.
And, just like the regular Vector, actually folding this stock does rather interesting things to the ejection pattern.
He then crams in
a loading shot, since this page was missing one
a fresh mag, full of .45 ACP armor-piercing incendiary rounds. Yes, you read that right.
Chambering one of these rounds with a smack of the bolt release; since the player's hands aren't physical in-game, clipping them through a weapon as seen here is common enough to be the de facto
A prototype version of the M1928A1 Thompson submachine gun chambered in .30 Carbine was added to the game in the 11th alpha of Update #52. It was developed for the US Light Rifle Program (which would eventually result in the adoption of the M1 Carbine), but was near-immediately rejected for being too heavy (over 10 lbs (4.5 kg), compared to the stated maximum of 5 lbs (2.3 kg).
Experimental Thompson "Light Rifle" Carbine - .30 Carbine
Loading a magazine into the Thompson, at an angle that is unlikely to result in anything good.
What a beautiful reject. Well, one man's trash is another man's inordinately heavy treasure.
Pulling back the charging handle.
Flipping the safety to "FIRE"...
...and the selector to "FULL AUTO".
Firing the Thompson Carbine. With a high rate of fire and a 20-round magazine, it runs out of ammo pretty quickly.
Giving the irons a try. Unlike the M1928 in-game, the Carbine's rear sight has its aperture flipped up.
...before performing what is quite possibly the world's single most inadvisable brass check.
Update #48 added an SVT-40 battle rifle to the game, complete with an optional PU scope and (following Update #76's first alpha) bayonet.
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; this resulted in the rather bizarre addition of Mosin-Nagant
stripper clips prior to the addition of an actual Mosin-Nagant.
Attaching a PU scope to the SVT-40. Please pay no mind to the fact that it was already attached in one of the earlier screenshots.
Looking through the PU scope, which has a relatively simple reticle. The thick, bold lines are nice for acquisition, but can be a bit obtrusive.
Brandishing a bayonetted Tokarev against the Council of Spheres, suspicious of their plans.
Winchester Model 1873
The Wurstworld update brought along a Winchester Model 1873 lever-action rifle, chambered in .45 Long Colt (a caliber not initially offered in the 1873, though it is available in modern reproductions; this does make some sense when one takes into account what Wurstworld actually is). 2 variants were initially available (a "Trapper" carbine and a longer short rifle); a "Mare's Leg" sawn-off variant was added later. All of the rifle's variants have buckhorn sights and octagonal barrels.
Winchester Model 1873 "Trapper" Carbine (Uberti reproduction) - .44-40 Winchester
The two Winchesters, lying on a table.
Loading in some rounds. Visible here is the game's round-palming mechanic; one can pick up multiple of the same type of round in one hand, which creates this orderly, self-advancing stack of cartridges.
Chambering the first round in the 1873, upside-down.
Taking aim at a clay pot, which gives a view of the rifle's buckhorn sights.
Shattering a decanter. Note the red streak to the right of the destroyed hooch-holder; this is a tracer round flying through the air. Tracer rounds are available for nearly all calibers in H3
Working the rifle's action, ejecting a spent case and moving on to continue the glassacre.
Winchester Model 1873 Short Rifle - .44-40 Winchester
Examining the longer version of the rifle...
Screen-used Winchester Model 1873 "Mare's Leg" with octagonal barrel, extended lever loop, and case-hardened receiver, used in the movie Wild Wild West
...and the shorter one, in a different place and a different time.
Loading the cut-off 1873; note that the loading gate is correctly shown as a separate, moving part.
"So, when you say that you're part of a gang, do you mean, like, an inner-city street gang, or, like, a stagecoach-robbing bandit gang?"
After this brief discussion comes the grand levergun tradition of breaking all your fingers - now, like the prior shooting, at a frankly absurd-looking angle.
Winchester Model 1894
The 2018 4th of July Update (Update #56) added the quintessentially American Winchester Model 1894. It has a 10-round capacity, and is chambered in .44 Magnum (one of the numerous cartridges that the 1894 has been offered in).
Winchester Model 1894 - .44 Magnum
Admiring the Winchester's receiver. A thing of true beauty, that's for sure.
A look at the rifle's other side, which also shows off more of the stock and barrel.
A close-up of the barrel, which shows off the rather detailed (and, interestingly enough, entirely un-obfuscated) markings; these read "WINCHESTER MODEL 94AE CAL. 44 REM. MAG" on the first line, and "TRADEMARK RED.U.S.PAT.OFF & PEN." on the second. The "AE" suffix in the model name is short for "Angle Ejecting"; this denotes that the rifle ejects upwards at an angle (rather than straight up), to allow for the use of a center-mounted scope.
Loading in some .44 Magnum rounds.
Chambering one of the aforementioned rounds. Note the pivoting baseplate of the receiver; this feature distinguishes the 1894 from the earlier Model 1892
, which was more or less externally identical, but used shorter, smaller rounds; the pivoting baseplate was John Browning's solution to the issue of getting enough action travel distance to chamber and eject longer, larger rounds while maintaining the same receiver dimensions as the 1892.
...and firing a shot, which somehow generates enough force to cause the user's controller outlines to spontaneously appear.
Deciding to just roll with it, USER_k0wboi ejects a spent case, and readies another round.
He then demonstrates something else interesting; y'know that whole "flip-cocking" thing that people do with cut-down lever-actions?
It works with full-length ones, too.
Winchester Model 70
A pre-1964 Winchester Model 70 chambered in .30-06 was added in Update #52.
Pre-1964 Winchester Model 70 w/scope - .30-06 Springfield
Taking a look at the left side of the Model 70...
Loading in some rounds. The red tips on the rounds indicate that they are tracers.
Aiming the M70, after turning off the safety.
Cycling the rifle's action, and ejecting a spent case.
Loading the rifle again, this time with a stripper clip.
Click here to return to the main index page, or click here to view the game's sniper rifles.