||December 12, 2018
||New World Interactive
||New World Interactive
||PC & Consoles
Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come. Each faction is divided into eight classes named:
- Commander, who is the team leader with binoculars to call in fire support when Observer is nearby.
- Observer, who carries radio for allowing Commander to call in fire support.
- Rifleman, who is the backbone of the team armed with assault rifles and battle rifles.
- Breacher, who is specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
- Gunner, who provides suppressive fire with machine guns.
- Demolitions, who is explosives expert with access to various explosives including launchers and UBGLs.
- Advisor, who has access to exotic guns.
- Marksman, who takes targets on far distance with DMRs, bolt-action rifles, anti-materiel rifles, and high magnification scopes.
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.
The following weapons appear in the video game Insurgency: Sandstorm.
A staple sidearm of the series, the Beretta M9 is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.
The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.
Inserting a fresh magazine.
Preparing to hit the slide release.
Making its way from Day of Infamy, the Browning Hi-Power is another Insurgents' sidearm. It costs 1 supply point.
Browning Hi-Power - 9x19mm
The weapon loadout menu image of the Hi-Power. Note the ring hammer.
The Hi-Power idles at the range.
Loading up with a fresh 13 round magazine.
The operator feeds his Hi-Power a new magazine from empty.
The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.
The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide & frame.
Holding another member of the John Moses Browning family at rest.
The teeny tiny GI standard M1911 sights.
Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.
Preparing to hit the slide release on an empty M1911A1.
The Colt M45A1 replaces the M45 from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of Sandstorm. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.
Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP
The weapon loadout menu image of the M45A1.
Holding the M1911's younger brother at the range.
In comparison to pop pop above, here's the M45's far larger sights.
Loading up a fresh 7-rounder.
The M45A1 about to be locked and loaded.
A tan-framed Glock 17 is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the Glock 19M. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It is currently the most expensive Security's pistol costing 3 supply points.
3rd Generation Glock 17 - 9x19mm Parabellum
A Polymer80 PF940V2 frame kit, for reference.
An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.
The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of custom slide with diagonal cocking serrations from Polymer80.
The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.
A Glock made out of aftermarket parts, the sights are a simple 3 dot style.
The operator turns his Glock over to give its slide a quick pull back.
The Makarov PM is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point.
Makarov PM - 9x18mm Makarov
The weapon loadout menu image of the Makarov. Note the threaded barrel.
An idle Makarov waits patiently.
The Makarov's sights, small but expected for a 1950's era design.
Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.
An empty Makarov recieves a fresh magazine.
Also usable by the Security forces is the SIG-Sauer P226R. It appears under its UK Army designation of L106A1. It costs 2 supply points.
The weapon loadout menu image of the P226R. Note the threaded barrel.
The operator with his P226R.
The 226's iron sights, a 2 dot sight on the rear and a post in front.
After some blasting, the operator presses in a new magazine.
The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.
The Tariq, an Iraqi clone of the Beretta M1951, is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.
Tariq (Iraqi copy of the Beretta M1951) - 9x19mm
The weapon loadout menu image of the Tariq. Note the "TARIQ 9 m/m IRAQ - Licensed by BERETTA" markings on the slide.
On the range with the M9's single-stack Iraqi older cousin.
Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.
Feeding the Tariq an 8 round magazine.
Giving the slide release a good push.
Heckler & Koch MP5A2
The First Major Content Update added in two variants of the MP5 submachine gun. The Insurgents received the older MP5A2 variant for the Breacher class, which features the early "slimline" handguard and "waffle" magazine. It costs 3 supply points.
Heckler & Koch MP5A2 with original "slimline" handguard and straight "waffle"-style magazine - 9x19mm
An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.
The weapon loadout menu image of the MP5A2.
The operator holds his vintage MP5 at the ready.
Aiming down the classic diopter sights.
Swapping out a "waffle" style magazine. Also note the early "slimline" handguard.
After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.
Heckler & Koch MP5A5
The First Major Content Update provided Security's Breacher class with the MP5A5, costing 3 supply points.
Heckler & Koch MP5A5 - 9x19mm Parabellum
The weapon loadout menu image of the MP5A5.
The operator holds his (comparatively) shiny and new MP5A5.
Aiming down the sights, which are pretty much identical to the MP5A2's.
Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.
The operator in the midst of performing an HK Slap. Some things never go out of style.
Heckler & Koch MP5SD6
When fitted with a suppressor, the Security's MP5A5 turns into an MP5SD6.
Heckler & Koch MP5SD6 - 9x19mm Parabellum
The weapon loadout menu image of the MP5SD6.
Heckler & Koch MP7A1
A popular community weapon from the previous game, the Heckler & Koch MP7 makes an official appearance in Sandstorm. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points.
Heckler & Koch MP7A1 - 4.6x30mm
The weapon loadout menu image of the MP7A1.
A stock MP7 patiently waiting to operate.
The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.
Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.
The IMI Uzi also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the MP40 with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in Battlefield Hardline replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.
The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.
The operator on the range with a standard Uzi. Note custom charging handle.
Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: "UZI semi-auto MODEL B 9mm PARA-ISRAEL", indicating the Uzi was converted to fire in full-auto.
Pulling the custom charging handle during an empty reload.
The AK-74N returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the GP-25. Depending on their class, the user can choose smoke shells or HE shells.
The weapon loadout menu image of the AK-74
Aiming down the venerable AK sights.
Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.
Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.
The AKMN with a standard fixed stock replaces the folding stock AKMS from the previous game. Like the rest of the AK's, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. The AKM can be wielded with the GP-25. Depending on their class, the user can choose smoke shells or HE shells.
The weapon loadout menu image of the AKM.
On the range with a modern warfare essential. Note the rail on the side of the receiver.
Aiming down your standard AK sights.
Loading a fresh magazine and showing off the simple slanted muzzle brake.
Preparing to pull the charging handle.
The AKS-74U returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 supply points.
Izhmash AKS-74U - 5.45x39mm
The weapon loadout menu image of the AKS-74U.
A standard AKS-74UN at the range.
Sights, small U-notch and an AK front post.
Rocking in a new magazine and showing off the distinctive Krinkov profile.
The operator prepares to give the charging handle a pull.
The Alpha AK, a customized AK used by the Russian Spetsnaz Alpha Group and featuring Zenit RIS handguard, railed dust cover, Magpul MOE AK pistol grip, and Tromix extended charging handle, was added in Beta Update - November 8th as a new Insurgents' weapon in Sandstorm available to the Advisor class costing 4 supply points.
An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page.
The weapon loadout menu image of the Alpha AK. Note the in-game stats stated the gun chambered in 7.62x39mm, despite clearly using a 5.45x39mm magazine.
A tacticool AK on the range.
The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.
Rocking in a new magazine. Fast reloads for all AK family weapons have the player character knocking out the old magazine with the new. Interestingly, the railed dust cover has "PATENTED U.S.A. MADE" markings while the receiver has "Model AK-104-A CAL 7.62x39" markings instead, indicating it is AK-104 in Alpha AK configuration with American made railed dust cover.
Pulling back the custom charging handle. On fast empty reloads, the player character will rack the charging handle with their left hand from under. This happens on all AK family weapons.
The L85A2 is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 4 supply points.
L85A2 with SUSAT scope - 5.56x45mm NATO
L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm
The weapon loadout menu image of the L85A2.
Playing around on the range with the Anglo bullpup in question.
The iron sights, very adequate for a modern assault rifle.
Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod and a SUSAT scope, with a tiny '86' mark on the top of it.
Aiming the SUSAT scope, a singular post for any range.
The reload begins first by dropping the mag...
...inserting a fresh one, hitting the bolt release...
...before doing the karate chop to make sure the bolt's fully home.
Heckler & Koch G36K
Another popular weapon mod from the previous game, the Heckler & Koch G36K is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K as the "ISM scope". It costs 3 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the AG36. Depending on their class, the user can choose smoke shells or HE shells.
Heckler & Koch G36KV - 5.56x45mm NATO
Heckler & Koch G36KV with export optical sight - 5.56x45mm
The weapon loadout menu image of the G36K.
The G36K in all its trunion melting glory.
The iron sights, fairly big and wide which is nice for CQC.
And if that isn't enough, it even comes with a special ZF export scope.
Aiming the ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.
The reload starts with a simple grab of the mag...
...followed by a fresh mag and a tug of the charging handle. The speed reload is similar.
HS Produkt VHS-D2
The HS Produkt VHS-D2 appears on the Update 1.3 as the VHS-2 for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the HS Produkt VHS-BG. Depending on their class, the user can choose smoke shells or HE shells.
HS Produkt VHS-D2 - 5.56x45mm NATO
An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the VHS-2.
The VHS-2, out of its humble Balkan element.
Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.
Yanking the old mag out...
...before seating the new one and hitting the bolt release.
IMI Galil SAR
The update 1.4 added IMI Galil SAR from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 3 supply points.
IMI Galil SAR - 5.56x45mm NATO
An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the modified AK-style drum magazines on deployed Galils. Also note the "TacPoint" on the mounted red dot sights on Galil SAR which is an obvious spoof of Aimpoint.
The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.
The Galil SAR looking at some wooden targets.
Aiming the sights towards the questioned targets.
Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar as AK family weapons have the player character knocking out the old magazine by hitting the mag release with the new magazine.
Pulling the charging handle. On the fast empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.
The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope called "A2 Scope". It costs 2 supply points, making it the cheapest Insurgents' weapons available. It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
Colt M16A2 - 5.56x45mm NATO
The weapon loadout menu image of the M16A2.
The operator with his retro M16.
Aiming down the 80's vintage iron sights.
If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.
Aiming the A2 scope reveals a fairly small duplex crosshair.
The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that Sandstorm does actually model the Armalite
-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.
Then proceeds to press the bolt release. The fast reload is pretty much the same, but with more high speed and less drag.
The M16A4 returns from the previous game and is the cheapest rifle available to the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
Colt M16A4 - 5.56x45mm NATO
The weapon loadout menu image of the M16A4.
The operator with a more contemporary M16.
Aiming down a sight picture that has not changed much in the last 50-odd years.
Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.
And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.
The M4A1 makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. The M4A1 can be wielded with the M203 Grenade Launcher. Depending on their class, the user can choose smoke shells or HE shells.
Colt M4A1 - 5.56x45mm NATO
The weapon loadout menu image of the M4A1.
A standard M4A1 just begging to be mag dumped.
Aiming down the stock AR-15 style sights.
Inserting a STANAG magazine.
The operator presses the bolt release upon finishing an empty reload.
Mk 18 Mod 1
The Mk 18 Mod 1 replaces the Mk 18 Mod 0 from the original game, appearing as the Mk. 18 CQBR. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs 4 supply points. It can only be used by the Security's Breacher and Advisor classes.
The weapon loadout menu image of the Mk 18 Mod 1.
The operator with the M4's shorter cousin.
Aiming down the aftermarket rear aperture sight.
Inserting a Magpul PMAG into the Mk 18.
The operator presses the bolt release on an empty reload while observing the bolt going into battery.
An interesting choice alongside Security's VHS-2, the Insurgents get access to the Norinco QBZ-03, specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 5 supply points, making it currently the most expensive assault rifle for Insurgents. On the Update 1.4, it has its own unique scope called "Type 03 Scope".
Norinco QBZ-03 with scope - 5.56x45mm
An officially released render of the in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a real piece of furniture
, used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.
The weapon loadout menu image of the QBZ-03.
A rare sight in most games, the QBZ-03 export model basking at the top of the villa.
Aiming with the sights, a tad small but still useful.
Even rarer to see, it even comes with its own scope.
Aiming down the scope reveals a fairly unique reticle.
Reloading starts with swapping the magazines, fairly AR-like.
However, shaking it up with an AK style underhand charging handle rack.
The FN FAL makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.
FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.
The weapon loadout menu image of the FAL.
The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.
The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.
The reload begins with a swapping of the mags...
...before yanking the charging handle, releasing the bolt. The fast reload differs by using the FAL's bolt release instead.
FN SCAR-H CQC
Available to the Security's Advisor class, the FN SCAR-H makes its official debut in Sandstorm as the Mk. 17 Mod 0. It costs 3 supply points.
Third Generation FN SCAR-H CQC - 7.62x51mm NATO
The weapon loadout menu image of the SCAR-H.
The operator with SCAR gazes upon the technical it helped stop.
The iron sights, thin but good.
After firing the SCAR into the windshield, he first swaps the mags...
...before leaning over Project Reality style to watch the bolt go home.
Heckler & Koch G3A3
The Heckler & Koch G3A3 officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.
Heckler & Koch G3A3 - 7.62x51mm NATO
Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.
The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.
The operator approaches the mansion with his G3.
The iron sights, set to the 100 meters open notch.
In a smart move, the G3's reload starts by opening the bolt and removing the mag...
...before inserting a new mag and palming the charging handle down. The fast reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.
The Norinco SKS-D returns from the previous game. It still has a "paratrooper" barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.
Norinco SKS-D - 7.62x39mm
The weapon loadout menu image of the SKS-D.
The tracksuits insurgent with his SKS-D, still in the classic wood stock.
Lining the 40's vintage sights on a steel target. Note the serial numbers.
Reloading starts with a simple swap of the mags...
...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.
IMI Galil ARM
The IMI Galil ARM returns from the previous game on the Update 1.4. It is available as the lighter alternative for Insurgents' Gunner class. It costs 3 supply points.
IMI Galil ARM with wood handguard - 5.56x45mm NATO
The weapon loadout menu image of the Galil ARM.
The operator deploys the Galil ARM while enjoying his cold drink.
After smoking some vases, the operator changes the magazine...
...then prepares to pull the charging handle.
The M240B GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.
M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.
An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.
The weapon loadout menu image of the M240B.
The M240B held idle. Note the loaded 50-round cloth pouch.
Aiming down the default iron sights of the M240B.
Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.
The M249 is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.
FN M249-E2 SAW - 5.56x45mm NATO.
The weapon loadout menu image of the M249.
Aiming down the default iron sights of the M249.
Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.
The MG3 was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.
MG3 - 7.62x51mm NATO. Note the black furniture.
An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the MG3.
The MG3 held idle while using the 50-round drum.
Aiming down the default iron sights of the MG3.
Reloading the MG3 with the bipod deployed.
Firing the MG3 when equipped with the 100-round belt in a box.
This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.
The PKM makes its long-awaited arrival to the series in Sandstorm. It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight. The game incorrectly portrays the 7.62x54mm R belt as disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.
PKM with latest version of flash hider - 7.62x54mm R.
The weapon loadout menu image of the PKM.
Aiming down the default iron sights of the PKM.
Reloading the empty PKM by removing the box...
... then loading a new box while replacing the belt from the right side of the weapon.
The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.
Remington 870 Express Tactical - 12 Gauge.
Remington 870 MCS - 12 Gauge.
The weapon loadout menu image of the M870.
Aiming down the default iron sights of the M870.
Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: "MODEL 870 EXPRESS BREACHER".
The operator chamber-loads the M870 when reloading from empty.
Also returning from the 2014 Insurgency is the Russian TOZ-194 pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.
The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.
Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.
Inserting new shells into the magazine tube after taking care of the radicalised canned food.
The operator chamber-loads the TOZ-194 when reloading from empty.
Sniper Rifles/Anti-Materiel Rifles
The Barrett M107CQ first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.
An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the M107CQ.
An M107CQ in the wild, menacing a local white van.
The sights, a large rear aperture and a front post, partially obscured by the van.
Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...
...before yanking the charging handle and letting it go clunk.
Izhmash SVD Dragunov
The Izhmash SVD Dragunov is available to the Insurgents' Marksman and Advisor classes for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
Izhmash SVD Dragunov - 7.62x54mmR
The weapon loadout menu image of the SVD Dragunov.
The Slavic mercenary takes pride in the scenery and his SVD.
Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...
...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.
Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.
Performing a fast reload on a SVD, by kicking the old magazine out via mag release lever and inserting the new one.
On an empty mag, the insurgent additionally pulls the charging handle with his right hand.
Mk 14 Mod 1 Enhanced Battle Rifle
The Mk 14 Mod 1 EBR makes its way back from the previous title. It is available only to the Security's Marksman and Advisor classes. It costs 5 supply points.
Mk 14 Mod 1 EBR - 7.62x51mm NATO
The weapon loadout menu image of the Mk 14 Mod 1 EBR. Note the kill tally mark on handguard.
The M14 EBR, in the sunshine and cool breeze.
The M14's classic sights, and the selector flipped from "sensible" to "fun". Note the NWI trademark over the normal roll mark with the serial numbers.
After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...
...before leaning over and giving the charging handle a rack.
Mosin Nagant 1891/30
The Mosin Nagant costs 2 supply points and is usable by the Insurgents' Marksman class. By default it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.
Mosin Nagant 1891/30 - 7.62x54mmR
Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R
The weapon loadout menu image of the Mosin Nagant.
The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.
Aiming down the default iron sights of the Mosin Nagant.
Having found his sights to be too small, it's fixed by adding a PU scope with the now turned-down bolt handle.
Aiming the PU scope reveals the classic post with wings reticle.
Cycling the straight bolt handle of the Mosin Nagant.
Reloading the Mosin Nagant with a stripper clip.
A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.
The Remington M24 makes its way into the game, replacing the old M40A1. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.
M24 sniper rifle with Harris bipod - 7.62x51mm NATO
The weapon loadout menu image of the M24.
Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK and the M99.
Cycling the bolt of the M24.
Inserting new cartridges into the M24's magazine after pulling the bolt back.
The Chinese M99 anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the M99.
An M99 gazes upon the vanquished technical.
While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.
On an unrelated note, a different M99 shows off the gun's unique scope.
Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.
Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...
...before grabbing the charging handle and giving it a yank.
The GP-25 is the underbarrel grenade launcher attachment for the AK-74 and the AKM.
GP-25 grenade launcher - 40mm
The weapon loadout menu image of the AK-74 with GP-25.
The insurgent prepares to cover the open street with his GP-25.
Hey, cover me!
The insurgent reloads his GP-25 with the caseless smoke shell.
The weapon loadout menu image of the AKM with GP-25.
The Slavic mercenary finds a weapon cache to be destroyed.
Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.
Heckler & Koch AG36
The AG36 is the underbarrel grenade launcher attachment for the G36K.
Heckler & Koch AG36 grenade launcher with handguard - 40x46mm
The weapon loadout menu image of the G36K with the AG36.
Noticing possible hostiles at the second floor, the operator prepares his AG36 with the HE shell.
Aiming the AG36 sights. Note the ladder sights is set on 150 meters.
After clearing the second floor, he reloads the AG36.
HS Produkt VHS-BG
The HS Produkt VHS-BG is the unique underbarrel grenade launcher option for the VHS-D2.
HS Produkt VHS-BG - 40x46mm
The weapon loadout menu image of the VHS-2 with the VHS-BG.
After neutralizing some insurgents, the operator prepares his VHS-BG.
Aiming the VHS-BG sights which shares similarities with AG36.
The operator reloads his VHS-BG with another smoke shell.
M203 Grenade Launcher
The M203 grenade launcher is the underbarrel grenade launcher option for the M16A2.
M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.
The weapon loadout menu image of the M16A2 with M203. Note the heat shield handguard.
Realizing that his M16 is a bit too vintage
for the operation, he proceeds to aim the M203.
After covering the alleyway with a smoke, he inserts another smoke shell.
On the additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.
M203A2 Grenade Launcher
The M203A2 grenade launcher is the underbarrel grenade launcher option for the M16A4 and the M4A1. It was added on the Patch 1.4.2 to replace the airsoft M203s.
M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.
The weapon loadout menu image of the M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.
Before crossing through the river, the operator grabs his M203A2.
Aiming the M203A2 sights which is identical to M203 sights on M16A2.
Then, he loads another fresh smoke shell.
The weapon loadout menu image of the M4A1 with M203A2.
Spotting a dangerous-looking Toyota, the operator shows his M203A2.
Aiming the M203A2 sights.
After smoking the aforementioned target, he ejects the spent shell.
Rocket Launchers/Missile Launchers/Recoilless Guns
Carl Gustav M3
The Carl Gustav M3 is the standard reusable launcher for the Security faction, and appears under its US Army designation as M3 MAAWS.
Carl Gustav M3 - 84x246mm R
The weapon loadout menu image of the M3 MAAWS.
A M3 MAAWS gazes upon a technical and its dead crewmen.
Aiming down the scope with a wide variety of range markings for extended ranges.
Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...
...before swapping rounds, relatching the tube and going to blow more things up.
Another veteran from the previous game, the M136 AT4 is also available to the Security's Demolitions class as their single shot launcher of choice.
The weapon loadout menu image of the AT4.
The AT4 is held idle, as its user wonders if other cars can explode.
The sights of the AT4, simple and effective.
Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.
The Panzerfaust 3 is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough.
Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
The weapon loadout menu image of the Panzerfaust 3.
The Panzerfaust in-game, fausting panzers.
The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.
Excluding the occasion of firing it on a building and dropping it like a used tissue.
The RPG-7 returns from previous games, as the obvious handheld launcher for the Insurgent faction.
The weapon loadout menu image of the RPG-7.
The Insurgents' favorite, the RPG-7, in all its glory.
Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.
In comparison to the last game, the RPG is reloadable by adding a rocket...
...before raising it to the shoulder and cocking the hammer.
Grenades and Explosives
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them.
AN/M14 incendiary grenade, airsoft version with modern-day markings.
The weapon loadout menu image of the AN-M14 incendiary grenade.
The operator grabs his incendiary grenade while shivering at the cold hill.
The F1 hand grenade returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.
The weapon loadout menu image of the F1 grenade.
The Slavic mercenary holding an F1 grenade.
M112 C4 Demolition Pack
Serving as the Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable "C-4" consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 "clacker" switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.
The weapon loadout menu image of the M112 C4 Demolitions pack.
Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.
Sticking the M112 into the door.
Blowing the place to kingdom come.
The insurgent finds the M57 "clacker" switch inside the weapon cache...
...complete with bundle of M112s in hand.
Arming the M112 by pressing its red button.
M18 Smoke Grenade
The M18 smoke grenade returns from the previous game for both teams which is incorrectly referred as M83 Smoke. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.
The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.
The operator prepares his M18 smoke grenade to cover the open bridge.
M19 anti-tank mine
The M19 anti-tank mine is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate towards passing enemy vehicle.
M19 anti-tank mine (inert)
The weapon loadout menu image of the M19 anti-tank mine.
The operator holding his M19.
He proceeds to pull off the safety-clip cord...
...then turns the safety knob from (S)afe into (A)rmed.
M67 Hand Grenade
The M67 hand grenade returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.
The weapon loadout menu image of the M67 grenade.
The operator with his grenade while being inside the market in Precinct.
M84 Stun Grenade
The M84 stun grenade returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.
The weapon loadout menu image of the M84 stun grenade.
The operator prepares to throw M84 stun grenade before breaching...
...then proceeds to pull up the pin.
TM-62 anti-tank mine
The TM-62 anti-tank mine serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.
The weapon loadout menu image of the TM-62 anti-tank mine.
The insurgent prepares the TM-62.
He then removes the safety pin...
...before proceeds to arm and plant the mine.
AGM-114 Hellfire ATGM
The Security's AH-64 Apache (AKA "Assassin") is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.
Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.
The Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes at the rocket pod.
The Browning M2HB appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.
Browning M2HB on vehicle mount - .50 BMG
The operator finds the idle white technical with a mounted M2HB.
Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.
An unusable M2HB mounted on a wrecked M1A1 Abrams tank in Hideout.
DShK heavy machine gun
The DShKM is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on the Assassin as the 30mm Cannon, instead of the accurate M230 Chain Gun.
The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.
She soon mounts the DShK and prepares to weed her flower field.
A M230 Chain Gun mounted on an AH-64 Apache, for reference.
The Assassin fires the bizarrely mounted DShK against some rampaging insurgents.
Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.
General Dynamics GAU-19/A
The GAU-19/A is mounted on Security's UH-60 Blackhawk (AKA "Cleric"), where it is being used by the door gunners. The gun also ejects spent casings when firing.
GD GAU-19/A on door gun mount- .50 BMG.
The door gunner fires his GAU-19/A with a lovely cartridge shower.
Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.
General Electric GAU-8/A Avenger
The GAU-8/A Avenger is mounted on Security's A-10 Thunderbolt II (AKA "Warlock"). The Warlock will strafe into marked area perpendicular to Commander's line of sight.
General Electric GAU-8/A Avenger - 30x173mm
The Warlock with the GAU-8/A Avenger after strafing into the marked target.
The ammo crate can be used to fully restore player's gears and health.
A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, a few of STANAG and AK magazines with some scattered ammo around.
The operator finds an amusing graffiti of operator with Mk 18 Mod 1
fitted with EOTech Holographic sights, suppressor, and foregrip near the school in Precinct.
Another graffiti in Precinct has the masked
insurgent armed with AKM
. Note the straight stock comb, slanted muzzle brake, and rifle sling.
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.
On Insurgents' weapon cache an RPG warhead and AK magazine are seen beside the opened crate with TM-62 anti-tank mine
and AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.
From behind there is another opened crate with couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite there isn't any RGD-5 hand grenade
On Security's weapon cache there is an opened crate with a warhead of Panzerfaust 3 behind of it has couple of M19 anti-tank mines
, some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two M18 smoke grenades
and some STANAG magazines with scattered ammo near the case at the top of green crate.
There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads of Panzerfaust 3. Another M19 is located on the middle.