Work In Progress
This article is still under construction. It may contain factual errors. See Talk:Payday 2 for current discussions. Content is subject to change.
||PC, PS3, X360, PS4, Xbox One
Payday 2 (stylized as PAYDAY 2) is the sequel to Payday: The Heist. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the Mastermind, Enforcer, Technician, Ghost, and Fugitive) focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's "Offshore Account" (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 steam group. Entries marked with (**) are DLC (downloadable content) weapons. As of early June of 2017, all former DLC is now a single collection called the Ultimate Edition. All DLC information listed in this article is relevant to the DLC as it was originally packaged, as no other changes have been made aside from the name (and all DLC tags in-game being changed to Ultimate Edition tags).
The following weapons appear in the video game Payday 2
The game operates with the heister moving in with 2 weapons, and 2 weapons only: a primary and a secondary, with the sidearm slot of the first game being merged with the latter. Later DLCs and updates also brought melee weapons and grenades to the game, though these are not equippable in a conventional sense. Primaries consist of assault and battle rifles, shotguns, sniper rifles, machine guns, and dual-wielded weapons. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala SWAT 4 and other such tactical shooters.
Certain weapon types also possess unique characteristics, such as sniper rifles being able to pierce shields and cover, as can shotguns loaded with slugs, or machineguns being capable of massive volumes of fire at the expense of proper aiming. In addition, the game also handles weapon statistics in a rather inconsistent manner. While most are depicted somewhat accurately to their real-world counterpart, several others may feature grossly inflated damage values in relative to their caliber (Kel-Tec SUB2000, Jericho 941, etc...) for no discernible reason, with certain pistols being much more powerful than large-caliber assault rifles and shotguns.
About 90% of the firearms in Payday 2 are capable of performing a (usually) faster "tactical reload" (i.e. reload when the magazine isn't emptied) in addition to the "dry" animation. All this does is reducing the reloading time, however, as none of the firearms are coded to retain the round currently in battery, meaning there is no "one round in the chamber". As of Update #65 (The first person animation update) all base game guns (except for the Taurus Raging Bull) and some DLC weapons have received new first person animations, most notably new reloading animations. The update also gives some weapons (P90, G36K, etc...) "working" translucent magazines with actual bullets modeled into them that visibly deplete as the guns are fired.
Each weapon has its own customization options, though some like the Glock 17 barely have any, while some others can basically allow the player to customize every single possible part that come off the gun (e.g. the M4A1, M16A4, etc...), and then some. In addition to shared items like suppressors, weapons also have their own sets of unique addons, ranging from grips and magazines made specifically for them, or parts from other members of a gun's family (e.g. the MP5A4 can use 10mm Auto magazines of the MP5/10). Aside from the usual flavors such as stocks and grips, a multitude of scopes and sights can be affixed to almost every weapon in the game (even shotguns), though some are strictly limited to sniper rifles. Sights can have their reticles customized.
Special ammunition are treated as modifications as well, and are generally exclusive to certain types of weapons, such as grenades for any non-RPG launcher, arrows and bolts for bows and crossbows. Also available are special shells for shotguns, all of which cycle fine and well in any weapon of that category regardless of operation.
Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, adding a mod back on will again require money, with the exception of certain items that have no cost to equip.
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols.
The handguns that can be dual-wielded are listed below in their respective entry.
The first weapon the new players can use alongside the Colt Model 733 is a Glock 17. It is given to the player for free as soon as they start the game and goes by the name "Chimano 88" as a reference to "Pistol 88", the Swedish army's designation for the Glock 17. In the early days of Payday 2, the Glock 17's tactical use is as limited as it's selection of mods, only being able to use one of three suppressors, though additional mods compatible with it has since been added.
It has damage and accuracy stats very slightly below most 9mm pistols in the game but it boasts a huge ammo pool and top notch concealment. The pistol has a 17 round magazine capacity which would be correct if it weren't for the extended base plate that should add two more rounds, but it doesn't.
It is one of eight pistols that can be dual-wielded.
Glock 17 (Generation 3) - 9x19mm
Note extended +2 magazine base plate that's not factored into the weapons capacity. Also note that the pistol doesn't have any markings whatsoever on the slide.
#14 is scribbled just below the extractor.
Reloading. Dumping the dry mag...
...inserting a full one...
...and hitting the slide release. This animation is reused on all Glocks in-game and also the Beretta 92FS Centurion.
A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight, they never actually use it. These types of cops are also occasionally seen with the Taurus Raging Bull
A shield cop with his Glock 17; like regular cops, they never use the weaponlight either. This is also great view of the higher quality NPC Streamlight TLR 1 weaponlight model only provided in some of Overkill's renders.
Bonnie dual-wielding her Glock 17s.
Aiming the pistols produces this perspective, as common in video games. The same applies to all akimbo pistols in-game.
Reloading. Inserting a magazine into the first Glock 17...
...then chambering said rounds. While difficult to see, if one looks closely it's possible to see that the character will use their index finger to flick the slide release on the left pistol.
Springfield Armory 1911 Lightweight Operator
The Springfield Armory 1911 Lightweight Operator is unlocked at reputation level 2, and is much more customizable than the starting Glock 17. It goes by the name "Crosskill" as in the first game. The pistol holds 10 rounds in a 7 or 8-round magazine. Modifiying the pistol with the "12rnd Mag.", modeled off the extended Kimber 10-round magazine, will actually give it a 16 round capacity.
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols and only beaten out by the Taurus Raging Bull and a few wild cards. It can be configured both for stealth and for all-out gun fights.
Springfield Armory 1911 Lightweight Operator - .45 ACP
Note that the Lightweight Operator is one of only three pistols in-game modeled with a threaded barrel.
The other side. At full size, the markings can be read; the slide says "CROSSKILL OPERATOR II", the chamber features a caution to read the user manual, and the frame reads "CROSSKILL TACTICAL, NY USA", and "C02012" beneath it (presumably the serial number).
Dallas and his Crosskill enjoy the old safehouse and its abundant graphitti.
Iron sights, don't worry there's an option to swap them out.
Reloading. Dropping the "dry" magazine that has bullets textured inside in it.
Reloading. Inserting a mag. Note the clipping.
Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.
The Lightweight Operator on a loading screen.
Bonnie takes her two Operators out to pick up her dry cleaning.
Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which wouldn't allow the gun to fire. Also note that Bonnie is bending her thumbs freakishly far.
Beretta 92FS Centurion
The Beretta 92FS Centurion appears as the "Bernetti 9" and is unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name "B9-S" is visible on the slide, as a nod to the pistol's name from the first Payday.
The Bernetti's an odd gun at first, with slightly higher damage over the Glock but without much else. It's the most jack-of-all-trades pistol in the game, with average stats all round even when modified.
Beretta 92FS Centurion - 9x19mm
Note that for some reason it's modeled with Beretta Model 92S
grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.
The other side is a garbled mess of fake manufacturing marks.
Dallas takes his Beretta on a walk.
Iron sights, the Bernetti 9 is one of the few guns in the game with functioning night sights.
Reloading. About to insert a fresh mag...
...hitting the slide release.
John Woo? Never heard of him.
Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW and forgetting that the first thing you do before gun smithing is unload the gun.
Taurus Raging Bull
The Taurus Raging Bull returns from the first Payday, again known as the "Bronco .44" but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at level 6. An early patch added street cops carrying this weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters in the Hotline Miami heist.
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issue of the Bronco is the obvious low capacity, low total ammo, and a low pool of unique and useful mods.
Taurus Raging Bull - .44 Magnum
Note that the hammer is in SA mode, but the trigger is in DA. Somehow the hammer cocks itself after each shot.
The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.
Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.
Iron sights, which can be swapped out for any optic in-game.
Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.
Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.
The Glock 18C is unlocked at level 29 and, similarly to its appearance in the first game's "Wolf Pack" DLC, is known as the "STRYK 18c". It still features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine. Notably, it is one of three non-LMG guns in the game that cannot equip modifications to lock it into one firing mode, and one of the two among them that is capable of selective fire. While the rate of fire is "only" 900rpm, there is a skill that ups pistol rate of fire by 50%, raising the fire rate to a more realistic 1364rpm. In early versions of the game the rate of fire was actually doubled to an eye-watering 1800rpm.
Glock 18C (3rd Generation) - 9x19mm
Note the fire-selector on the slide.
The tan frame is not available to auto-capable Glocks in reality, as those come in either anodized or matte black only.
Jiro holding a Glock 18C.
Iron sights, as pedestrian as they come.
Reloading. About to insert a new magazine.
Note the cuts on the slide and ported barrel showing that it is a "C" model.
The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock can only be fitted onto the "Stryk" and none of the other Glocks in-game, despite the fact that it should fit any real full-size or compact Glock.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX goes by the everlasting nickname "Deagle" in-game. It holds an incorrect 10 rounds in its 7-round magazine. While it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel.
The Deagle is one of the most powerful handguns in the game, only beaten out by the other revolvers in-game. However the Deagle's magazine size and semi-automatic nature plus the damage make it an easier weapon to wheel from long range to close range than the revolvers.
IMI Desert Eagle Mark XIX - .50 AE
Like the Glock 17, the Desert Eagle has no markings on the slide.
Note the scratched out serial number just above the grip.
Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if you take a close look at the back end of it.
The slide cycling as the gun is fired.
Reloading. Inserting a new magazine filled with bullets...
...and then really
racking the slide. There must be some malfunction with the slide release or more likely the magazine's hold-open device as the slide doesn't lock back once the gun is dry. Which is rather jarring since it worked as it should before
the update that gave it this new animation was released.
The Desert Eagle modified into a ridiculous mall ninja's dream gun. Note that the can at the end of the barrel is a makeshift oil filter suppressor. Also note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.
Why? Because OVERKILL Software are mad men.
John Wick preparing to sprain his wrists.
Heckler & Koch USP45 Tactical(*)
The Heckler & Koch USP45 Tactical appears as the "Interceptor .45" and is automatically unlocked for purchase by joining the official Payday Steam Group. It's quite powerful and uses a 13-round magazine (one more than it holds in real life for the .45 ACP version).
As stated, the Interceptor is a powerful handgun, in the same tier as the Crosskill and Professional .40, but comes with some party tricks. It has less visual recoil that makes it easier to make repeat shots, plus it has a large total ammo pool plus larger mags, making it much more longer lasting in a gun fight.
Heckler & Koch USP45 Tactical - .45 ACP
Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&W versions of the USP.
In a nice touch, the gun is marked for .45 ACP, which will not always be the case.
Dallas waits on his laundry, USP in hand.
Reloading. Inserting a mag...
...then the slide release is hit. Here the slide is just a blink away from locking into battery.
Heckler & Koch USP Expert - .40 S&W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.
The USP45 Tactical becomes a USP Expert if fitted with the "Expert Slide".
Heckler & Koch USP Match - 9x19mm
It can also be turned into an USP Match with the "Match Slide". Fitting this mod on the pistol will give the slide a stainless finish.
When you need to tactically intercept more things, always double up.
The lack of bullets modeled in the magazines becomes obvious when reloading akimbo USPs.
The Glock 22C was added in the Election Day update as the "Chimano Custom" and is available to all members of the official Payday 2 Steam group. It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill and Professional .40, with a larger base magazine capacity than both plus a fairly high concealment that is only tempered by its piddly results at range.
Glock 22 (Generation 3) - .40 S&W
Note .40 S&W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.
As was the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.
Bodhi with his Glock 22C at the range.
Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.
Reloading. Here the cuts in the barrel are obvious meaning it's a "C" model. These don't mean squat in the presence of a suppressor, however, as was the case with the Glock 18C.
Modifying the "Chimano Custom" with the Long Slide produces a Glock 35.
Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.
It's not easy being somewhat green, so having a friend always helps.
Getting bored using just one Glock 22C, Bodhi pulls out another one.
After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, this is because the barrels are shown as straight and not tilting, as common in video games.
On the seventh day of the Crimefest release parade (October 22nd 2014), John Wick himself jumped aboard and brought his trusted Glock 26 along for the ride. Called the Chimano Compact, it tries to fill the same "high-capacity 9x19mm" role as the Beretta 92. It can stand up to it in terms of damage output and has a trivial recoil advantage, but otherwise lags a little behind on all fronts, especially so with the "high-capacity" bit. Unlocked at level 36, the $605,000 price tag is a little hard to swallow for what it is. It's also the first of the seven pistols which have separate akimbo variants classed as primary weapons.
Glock 26 subcompact - 9x19mm
Wick's unsullied Glock 26. Overkill correctly set it to carry 10 rounds at a time, but didn't account for the potential extra two bullets the molded Pearce Grips magazine extension adds.
Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.
The unique Striking upgrades (body kit, slide, magazine) turn the gun into a "Tier 1" custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch stealth rating to the level of a common .44 revolver.
Looks like this tactical custom was devised at an in-house "Chimano Custom Shop" instead. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters "AT" and the Overkill bomb logo - perhaps a modeler's signature.
Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting! An extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&K P30L was added to the game.
The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the cute US flag on the upgraded slide.
John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.
Revenge administered? Check!
The Walther PPK is available for purchase with the Armored Transport DLC and is known as the "Gruber Kurz" pistol. It was the first handgun in the game to be able to use a laser without needing anything in the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.
The Kurz's specialty is being small, and it does that with aplomb making it perfect for stealth. It has stats fairly similar to the "Bernetti 9" including its 14-round capacity, which is double that of a real PPK at 7 in .32 ACP, likely done to make the pistol more viable compared to others.
The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK over the P7M13 he has in the movie.
The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.
Dalls and his Gruber go out back to watch the spray paint dry.
Reloading. Inserting a new magazine.
Tugging the slide to release it. Which is proper, since the PP-series don't have an external slide release.
Fitting the long slide to the PPK turns it into a Walther PP
No we don't know why it comes in two-tone.
Jiro takes his PP aside to observe it.
And he makes sure that his ejection port exists as well.
Iron sights, now in stylish white.
The SIG-Sauer P226R in .40 S&W appears as the Signature .40 and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill (Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds (one less than the real .40 version) and its extended magazine unusually has no concealment penalty (unlike those for most weapons)
SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&W model.
Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.
It's some lovely extra work that we on IMFDB appreciate.
Dallas debates on dealing with these old moving boxes with some .40 S&W.
Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.
Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.
The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.
The Taurus 4510PLYFS was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holds 5 shells, it is classed by the game as a shotgun, so handgun skills have no effects on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's .410 chambering, much like the similar Taurus Judge in the Max Payne movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.
Taurus 4510PLYFS - .410 Bore/.45 Long Colt
The Judge in all it's logic defying glory.
A nice touch, the markings that tell you that it's "The Judge".
Wick goes to the range with the mini shotgun.
Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System.
The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.
Mauser C96 "Broomhandle"(**)
The Mauser C96 appears as the "Broomstick" and is unlocked for purchase at level 23 if one owns the Gage Historical Pack DLC. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.
For a while, the Broomstick's low damage kept its potential pretty low. Following a rework, the gun enters a weird state of quasi-usefulness. While the 65 damage and the scope mod could lead to a pocket sniper, the max accuracy of 64 limits that option. The large magazine and stock can make an effective damage dealer, but the slow reloads and low total ammo cap that off as well. It sits in the twilight zone with no real solid way to use it.
Mauser C96 "Broomhandle" - 7.63x25mm Mauser
Left side, accurate besides the missing Mauser banner.
On the right, the original Mauser text is replaced by "Machinewerk Übertöten M1916" which boils down to "Machine Work Overkill M1916".
Wolf decides to take his recently acquired antique to the range.
Iron sights, tiny and very fitting of the era.
Reloading. Inserting a clip with ten rounds, note the clipping (höhö).
After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.
Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip, they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.
Mauser C96 carbine - 7.63x25mm Mauser
Mauser C96 with detachable holster/stock - 7.63x25mm Mauser
Modifying the C96 with the "Precision Barrel" and "Holster Stock" turns it into a hybrid Mauser C96 carbine
. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.
Mauser M712 Schnellfeuer - 7.63x25mm Mauser
Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the Mauser M712 Schnellfeuer
. The reload animation still shows the character only loading ten rounds.
Master Replicas "Star Wars Episode V Han Solo Blaster"
Putting a scope and the "Damper.L 44 Nozzle" makes it resemble Han Solo's BlasTech DL-44 Heavy Blaster Pistol
from Star Wars
, while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie.
Springfield Armory XDM(**)
The Springfield Armory XDM appears as the "LEO Pistol" as part of the Bomb Heists DLC. Initially a Croatian design (as the HS2000), it has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&W, but the ejection port markings show that is chambered for .45 ACP.
The pistol has an olive drab frame.
The LEO is a bizarre gun stat wise, with a similar high damage of the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus the whopping 3 spare mags you get temper the gun a bit.
Springfield Armory XDM
with 4.5 inch barrel - .45 ACP
is erroneously shown with an ambidextrous slide release and takedown lever(!)
Reloading. Releasing the empty mag.
Springfield Armory XDM
5.25 with two-tone finish – .40 S&W. To show the 5.25 slide.
fitted with the "Long Slide", it's not actually as long as a real 5.25 slide.
Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4" ported XD slide.
fitted with the "Custom Slide". Note "5.25" on the the 4" XD slide.
Ruger New Vaquero(**)
A Ruger New Vaquero with wooden grips appears as the "Peacemaker .45" and is part of the "Butcher's Western Pack" DLC. While the game pretends it's an original SAA, the high damage combo'd with the use of a transfer bar over the original firing pin clues you in that it's a Vaquero. The Vaquero is a really odd gun in the whole lineup, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However everything else is a downside, including reload time, stability and a hidden accuracy nerf that makes it more effective at range than close up.
Single Action Army with 5.5" barrel aka "Artillery" model with wooden grips - .45 Long Colt
The Vaquero, note the lack of a fixed firing pin on the hammer plus the 2-pin receiver revealing it's a Vaquero.
The higher damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.
Dallas inspecting a peculiar sign.
Iron sights. Firing the Peacemaker like this would still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.
The hammer is fanned incredibly fast, happening almost the second the gun is fired.
Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it.
Lining up the next chamber. Also note the fully-cocked hammer which is mechanically impossible for the original Single Action Army but possible for the Vaquero, another giveaway on what the gun actually is.
After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own during fire is not explained here.
Ruger Vaquero with blued finish, case hardened frame and 4.62" barrel - .45 LC
The "Shootout Barrel" gives the Vaquero a shorter barrel...
Colt Single Action Army with 12" barrel known as the "Buntline Special" - .45 Long Colt
...while the "Precision Barrel" will lengthen it.
Adding a stock is handy when one needs to shoot Snakes
The Mateba 2006M was added into the game with the "Alesso Heist" DLC. It's called "Matever .357" in game, a reference to the butchering of the manufacturer's name in the English dub of Ghost in the Shell. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but lacking the ability for barrel-extension mods. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.
Mateba 2006M with 6" barrel - .357 Magnum
Sokol and his crew about to raid the Gensec vault during an Alesso concert.
Blasting away at some cops who apparently has not deemed it necessary to shut down the concert despite all the gunfire.
Sokol reloading while enjoying some slow hacking.
Inserting six new rounds of .357 with a speedloader that isn't invisible this time.
Continuing the trend of Italian names, the "Pesante barrel" fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.
Mateba 2006M with 4" barrel - .357 Magnum
The 2006M with the "Medio barrel" which can be loosely translated from Italian as median or middle.
Jericho 941 PL(**)
The Jericho 941 RPL was added in the Point Break heists DLC. It's known in-universe as the Sparrow 941 and referred to by the "Baby Deagle" moniker in-game, referencing Magnum Research's marketing of the Jericho as a "Baby Eagle".
As with the Springfield Armory XDM, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. For starters, the ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE and to confuse these caliber matters more, the pistol deals around a whooping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle.
IWI Jericho 941 RPL, current production polymer framed model - 9x19mm
Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.
Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.
Bodhi decocking the Jericho.
Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.
9x19 is stamped on the ejection port.
Bodhi goes outside to shed some literal light on his weird franken-Jericho.
Iron sights, simple and effective..
Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.
Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm
The Jericho 941 RPL can be modified with the "Spike Kit" which turns it into an older steel framed Jericho 941 F
A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.
Adding the "Spike Grip" to the former will make it look like Spike Spiegel's 941 R from Cowboy Bebop
. It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.
Kalashnikov Concern PL-14 Lebedev
The Russian PL-14 Lebedev prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the "White Streak Pistol" in-game. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, and even with its "Extended Magazine" mod it only brings it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available), the capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.
Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.
...and then hitting the slide release.
The PL-14 with its two unique mods, an extended magazine and a "prototype" barrel.
Heckler & Koch P30L(**)
The Heckler & Koch P30L was added in the "John Wick Weapon Pack" alongside the long-awaited UMP-45 and Desert Tech SRS-A1 Covert. It is known in-universe as the "Schäfer & Gewehr Master", or "Contractor" pistol in the game's inventory screen. It can be dual-wielded, which also marks the first ever set of DLC akimbo pistols in PAYDAY 2.
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with 1 headshot. With high concealment plus very good hip-fire aim, the only problem the gun has is low total ammo and a small set of moddable parts.
Heckler & Koch P30L - 9x19mm
Wick preparing to enter the range with his P30L.
After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.
Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.
Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.
The P30L decked out with the "Contractor Compensator" "Tritium Sights" and the "Extended Magazine". Note that the "tritium sights" are actually red fiber-optic sights and are properly depicted as glowing in the dark.
John Wick at the range with his P30L. He was using the weapon at the range before the weapon pack was officially announced.
Just about to flick the slide releases on the P30Ls.
The FN Five-seveN FDE with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the "5/7 AP". As the name would suggest, the Five-seveN is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and to circumvent the Shield unit's primary means of protection, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being close to par with some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-rounder magazine and 19 in the optional 30-rounder.
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.
FN Five-seveN FDE - FN 5.7×28mm.
Jiro looking at some garbage with his Five-seveN.
John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.
Inspecting the custom nitride-treated barrel mentioned earlier.
Smith & Wesson Model 29
The Smith & Wesson Model 29 was added to the game on May 4th, 2017 as part of the free "Sangres Character Pack". Known as the "Castigo .44" (Spanish for "punishment"), it notably is the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44 (fitting, seeing as they share the same caliber), but with slightly higher base damage and concealment at the cost of worse stability and higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of three to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.
Modifications include a Kokusai Devil heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.
Smith & Wesson Model 29 - .44 Magnum. This is the Screen used Model 29, carried and fired by Clint Eastwood
in the movie The Enforcer
Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.
The other side of the Model 29. The hammer is always cocked like that.
Hoxton brandishing his mint Model 29 during an armored convoy raid.
Iron sights. These don't glow in the dark, unfortunately.
Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, but regardless the casings will still pop out in a neat synchronized formation.
Loading in a new batch of .44 Magnum rounds.
Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.
Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.
Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.
The Luger P08 was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the "Parabellum", it boasts ludicrously high stopping power for a 9x19mm piece, on par with the over-pressured .45 LC Ruger New Vaquero and is just about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't use barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels.
Unlocking the P08 requires the player getting 10 kills with the free melee weapon included in the update.
Luger P08 - 9x19mm Parabellum
The left side of the P08...
Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.
Iron sights. These are tiny and barely visible in the dark.
Hoxton admires the quality of pre-WWI German engineering.
Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...
...clicking in a new one, and then resetting the toggle lock.
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist "The Diamond" (added along with the aforementioned WWII Weapon Pack) feature unusable Colt M1911A1s.
The Colt Defender was added to the game on Day 7 of the 10-day Locke and Load community event as the "Crosskill Guard". For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which is the one in the image below.
Colt Defender with Hogue Officer's Model rubber grip - 9x19mm
The model of the "Crosskill Guard", its name displayed prominently on the slide, which also has the Colt Defender's signature "flat face" and large, flush muzzle.
The other side. Note that the slide seems a bit too tall.
Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. This was originally upright in DAO mode until the patch released on Day 8 fixed it.
The Defender's iron sights.
Admiring the details of the unpatched Defender. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected, as in the other shots.
Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but clipping nonetheless.
Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.
The slide then shoots forward with a loud snap.
One is not enough, so Hoxton brought in two.
Instead of aiming, Hoxton decides to just do... this.
He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...
...then the left of the left and the right of the right.
After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...
...and clicks in two new ones. *snap*
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon.
The SMGs that can be dual-wielded are listed below in their respective entry, except for the AKMSU. That entry is found in the rifles category.
The "Mark 10" is actually based on a Ingram MAC-11 and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine and the Extended Magazine attachment gives it a 32-round magazine that increases the capacity to 48.
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good side arm to any sniper rifle.
Ingram MAC-11 with stock extended - .380 ACP
The left side comes complete with bogus markings.
It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock.
Jiro takes his Mark 10 out for a stroll.
Iron sights, simple and effective for what the gun is intended to do..
Peeking in on the right side of the weapon clearly shows that the bolt is closed, which is incorrect as MAC-11s fire from a open bolt, even though the charging handle is correctly in the rear position.
Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.
And at last pulling the charging handle in a rather strange manner.
The extended 32-round magazine for the MAC-11 which only adds a measly 8 rounds.
The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never seen used. Also note the tape on the grip.
Heckler & Koch MP5A2
The Heckler & Koch MP5 returns from the first Payday, again known as the "Compact-5". It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.
Heckler & Koch MP5A2 with SureFire tactical forend - 9x19mm
Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.
Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.
Wolf running into a T.B.O.U.S in the safehouse bathroom.
Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.
Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.
About to load in a new one.
Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round.
Heckler & Koch MP5A3
Heckler & Koch MP5A3 - 9x19mm
The "Adjustable Stock" turns the MP5A2 into an A3 model.
A Hostage Rescue team member with an MP5A3.
Heckler & Koch MP5SD2
Heckler & Koch MP5SD2 - 9x19mm
The "Ninja barrel" turns the weapon into a MP5SD2.
Heckler & Koch MP5SD3
Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Combining the "Ninja barrel" with the "Adjustable stock" produces an MP5SD3.
Heckler & Koch MP5SD6
Heckler & Koch MP5SD6 - 9x19mm
A member of the new "Zeal Team" posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.
Heckler & Koch MP5K
Heckler & Koch MP5K - 9x19mm
The "Sehr Kurze Barrel" and the "Bare Essentials Stock" produce something similar to the MP5K, missing only the classic integrated "K" vertical foregrip.
Heckler & Koch MP5K PDW
Heckler & Koch MP5K PDW - 9x19mm
Replacing the above's "Bare Essentials Stock" with the "Spartan Stock" from the Gage Spec Ops pack produces a rough approximation of the MP5K PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.
Heckler & Koch MP5/10
The MP5/10 with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.
Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto
The "Straight Magazine" turns it into a mostly-accurate MP5/10; like the Cloaker's version, it lacks the bolt release.
The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt-release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.
Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.
Dallas with his two MP5s.
Aiming the MP5s produces the expected results. At least it's better than nothing...?
Reloading. Somehow dropping the magazines with both hands full.
Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.
Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.
John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the good ol' days
. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.
Brügger & Thomet MP9
The B&T MP9 appears as the "CMP" and is unlocked at reputation level 19, in reference to the Steyr TMP lookalike in the Nintendo 64 title Perfect Dark. It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either. What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark. The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.
Brügger & Thomet MP9 - 9x19mm. Fixed foregrip variant shown.
A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only crimp is the missing fire selection dial. It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.
These accessories are all official B&T extras, excluding the TangoDown vertical foregrip. The 30-round "Extended Magazine" is an option, the Aimpoint Micro TL a.k.a. "Professional's Sight" is officially endorsed by B&T and the massive proprietary "Tactical Suppressor" is a reminder that Brügger & Thomet started out in the business of making silencers. The last one in the bunch come along only recently in the Butcher's Mod Pack. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.
The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.
Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.
Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.
Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.
Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.
A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is. The sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.
FN P90 TR
The FN P90 TR appears as the "Kobus 90" and is unlocked at reputation level 36. It has the highest magazine size of any secondary, but only comes with a total of three mags. If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.
The Kobus is a interesting gun, being both useful for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be a multi-tool SMG even more-so than the Compact-5, but fails for low total ammo and reload speed.
The Kobus in-game, note the error of having the rounds pointed to the right of the mag rather than the left.
Also note the selector is clicked into the semi-auto setting.
Jimmy, high on cocaine, takes his P90 out for some sun-gazing.
Iron sights, these sights are re-used for a number of other guns in the game.
Reloading begins with a swapped mag...
And ends with a quick tug on the charging handle.
The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.
The Thompson M1928 with a 50-round "L" drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications. It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.
The Thompson's a tricky gun in-game, being free and cheap plus having good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see, combo with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.
Nice touch, you can see the live round in the drum.
The other side for good measure.
Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.
Sighting up a pumpkin, sadly not the sort carved with a submachine gun.
Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would lock the drum in place.
The drum removed, showing that it's empty.
About to insert a new drum full of .45 ACP.
M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP
The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture. Somehow this gives the gun higher concealment.
An unusable Thompson M1A1 can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist "The Diamond".
The heister doesn't question how an old man smuggled these over from England.
Carl Gustav M/45B(**)
The Carl Gustav M/45B is available to owners of the "Armored Transport" DLC. Known as the "Swedish K", the in-game weapon is based on an early "B" model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer. The in-game M/45B is also incorrectly depicted as a closed-bolt weapon.
The M/45 is a very powerful submachine gun option, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo, and rickety stock stability make it a bit difficult to use.
Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm
More Swedish than an IKEA dining table serving meatballs.
Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.
From this angle the "early-B" model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.
Iron sights, a bit cramped but typical for the 50's.
Reloading. Pulling out the empty mag.
A new magazine about to be loaded in.
Pulling the charging handle.
Modifying the Swedish K with the "Swedish Barrel", "Swedish Body" and "Ergo Grip" completes the look of a general-production M/45B.
Later model Carl Gustav M/45B with the stock folded - 9x19mm
Wolf with his Swedish K modified with the "Swedish Barrel", "Swedish Body", "Ergo Grip" (which is literally just the basic grip with a darker finish) "Extended Magazine" and "Folded Stock".
Heckler & Koch MP7A1(**)
The Heckler & Koch MP7A1 appears as the "SpecOps" and is unlocked for purchase by buying the "Gage Weapon Pack #01" DLC. It holds 20 rounds in its standard flush magazine and is fitted with a Wilcox 6 o'clock rail interface in place of the factory folding grip.
The MP7 takes the Mark 10 approach to SMG's with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and its small stock mag size.
Heckler & Koch MP7A1 - 4.6x30mm
In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.
John Wick takes a walk around the safehouse with his new MP7A1.
Reloading. Dropping out the mag.
Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it upwards with their trigger finger.
Heckler & Koch MP7A1 with 30-round magazine, H&K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm
The MP7A1 fitted with "The Professional's Choice Sight" (An Aimpoint T-1 Micro), "Unfolded Stock", "Suppressed Barrel", and the "Extended Mag" which is based off the 40-round magazine, but it only holds 32 rounds.
Sa. Vz.61 Skorpion(**)
The Sa. Vz.61 Skorpion appears as the "Cobra" and is unlocked for purchase by buying the "Hotline Miami" DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the more spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double to triple tap your enemies.
CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP
Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel "neck" rather than the receiver itself
The black grip can be swapped out for a rubber grip or the Czech original wood.
With time to kill, John takes his Skorpion out for a walk.
Iron sights, cramped but usable in close quarters.
Reloading. Pushing the mag release to pull out the magazine.
About to insert a new one.
Pulling the charging handle. Note that no bullet is visible in the chamber.
Sa. Vz.61 Skorpion - .32 ACP
Fitting the "Wooden grip" to the Vz.61 makes it resemble the classic Czechoslovakian model.
John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the "Extended" magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.
An Intratec TEC-9 modified to allow for fully-automatic firing appears as the "Blaster 9mm" and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the "Hotline Miami" DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the Interdynamic MP9, the parent design of the TEC-9.
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.
Reloading. Inserting a twenty round magazine.
Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This "mistake" was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.
However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.
Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.
The TEC-9 becomes a Intratec AB-10
if equipped with the "Short Barrel" modification.
The IMI Uzi appears as the "Uzi" (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.
IMI Uzi with buttstock extended - 9x19mm
Note the "K" foregrip. This is mounted by default.
Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.
John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.
Iron sights, clean and functional but dated.
Reloading. About to pull out the magazine.
Just about to pull the charging handle.
IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm
Fitting the weapon with the "Solid stock" mod gives it this late model wooden stock.
IMI Uzi with Sionics suppressor - 9x19mm
The UZI can also have its stock folded. Note the suppressor (called "Silent Death" in-game) It's similar but not quite the same as the Sionics Suppressor.
The Sterling L2A3 appears as the "Patchett L2A1" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name "Patchett" refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.
Sterling L2A3 (Mk.4) - 9x19mm
Note that this is one of the few weapons in-game properly depicted with an open bolt.
Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the ever-so-incorrect "Sten grip" position, which is even more jarring in the hands of the series' resident Brit, Hoxton...
...who promptly demonstrates, as he sights up the blueprint of a Pancor Jackhammer
that Chains just happened to have for some reason.
If one empties the mag, the chamber will be properly shown as empty.
Reloading. About to pull out the magazine.
Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.
Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm
BlasTech E-11 Blaster Rifle prop from Star Wars
The L2A3 can be modified with a "Combat Sight", "Short Magazine", "Folded Stock" and "Heatsinked Suppressed Barrel" to make it look like the BlasTech E-11 Blaster from Star Wars
The Cobray M11/9 appears as "Jacket's Piece" and is unlocked for purchase by buying the "Jacket Character Pack" DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.
SWD/Cobray M11/9 with folding stock - 9x19mm
Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to "SMG", whatever that means.
Note that the open bolt is properly depicted as open
Jacket holding his piece while bathing in the neon light.
Iron sights, cheap and somewhat effective.
Reloading. Pulling out the magazine with the heel mag-release.
Then pulling the charging handle...
...revealing the chamber.
The M11/9 modified with a shoulder thing that goes up (or a "Slotted barrel extension" as the game calls it)
The M11/9 with the "Werbell's suppressor" and its unique skin modification, known as "80's Calling". The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon "skin". Note the presence of Hotline Miami
character Richard's face on the rear of the receiver.
The KRISS Vector was added with the "Gage Ninja Pack" DLC. It is marketed as the "Polygon SMG" in-universe and called "Kross Vertex" by the inventory screen. The weapon holds 30 rounds in the "25+"-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.
"Polygon SMG" can be seen on the receiver near the muzzle.
Iron Sights, which appear to be based on Daniel Defense A1 BUIS.
Reloading. About to insert a new magazine.
Pressing the bolt release, or rather, the surface just underneath it.
TDI CRB/SO with barrel "safety extension" - .45 ACP
The Vector fitted with the "Precision barrel" giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.
The Vector's unique suppressor, called "HPS Suppressor" in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the "S" in "HPS" is already short for "suppressor", so the in-game suffix is redundant.
Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a "skin" to the gun, the foregrip will appear again. Why it disappears when no "skin" is used is unknown.
The Vector with the "Urban camo" finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.
IMI Micro Uzi(**)
The IMI Micro Uzi appears as the "Micro Uzi" and is unlocked for purchase by buying the "Yakuza Character Pack". The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.
IMI Micro Uzi with bent trigger guard - 9x19mm
Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.
Iron sights. Note how the gun is held at an angle.
Reloading. Inserting a magazine.
Yanking the charging handle.
The SR-2M Veresk was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by Sharlto Copley from the movie Hardcore Henry. The weapon is called "Heather" ingame, which is the English translation of "Veresk". It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the Cobray M11/9 (Jacket's Piece).
Here you can see the fire-selector is set to full-auto...
...and the safety is set to fire!
Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.
Iron sights, replacements are highly reccomended.
Reloading. Removing the dry mag...
...inserting a new one...
...and pulling the charging handle. Note the coke stains on Jimmy's suit.
The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.
Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.
Heckler & Koch UMP45(**)
The Heckler & Koch UMP45 was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1. Named the "Jackal SMG", it is otherwise known in-universe as the "Schäfer & Gewehr AMP", made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.
Heckler & Koch UMP45 with vertical foregrip and flash hider - .45 ACP
If the player squints hard enough, the ".45 ACP" engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.
Wick admiring Sokol's hockey corner.
After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.
And the slapping (or punching, rather) the bolt into battery.
Heckler & Koch USC Tactical Match Rifle - .45 ACP
It's possible to modify the UMP45 into the Heckler & Koch USC
with the "Civilian Barrel" and "Civilian Stock". Add the "Short Magazine" (which holds 20 rounds instead of 10) and "Single Fire" mod for more "immersion". The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.
Heckler & Koch UMP45 - .45 ACP. This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films Iron Man (2008)
and Live Free or Die Hard
. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in XXX
The UMP decked out with a suppressor, "Twinkle Grip" (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) "Military Laser Module", "See More sight" and "Extended Magazine".
The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.
A dropped UMP wielded by a former Murkywater PMC.
The PP-19 Bizon-2 was added with the "Gage Russian Weapon Pack" DLC. Named the "Tatonka" submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition.
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.
PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Looking for trouble with the "Tatonka" SMG. The in-game name is actually a Native American word for "bison."
Iron sights of the PP-19.
Removing the helical mag on a customized Bizon.
Locking in another magazine.
Sokol chambering a round with his dominant hand.
The MP40 was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a very slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.
MP40 submachine gun - 9x19mm
Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.
Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.
Hoxton bringing his antique to the range.
Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.
Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.
Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.
The SIG-Sauer MPX was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the "Signature" SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.
The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.
Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.
Hoxton trying out his new SIG at the shooting range.
Looking through the very clear iron sights of the MPX.
Reloading the MPX is as straightforward as replacing the magazine...
...followed by a press on the bolt release.
Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K PSB, though with autofire capability and a much more truncated front that lacks the subcompact model's finger guard. Removing the stock entirely turns it into a regular MPX-K.
A valiant effort at replicating the looks of the kurz.
Previewing a pair of "Signatures".
Because one SIG is not enough, and two is too few, Hoxton elects to bring three
MPXes to the shooting range.
Trying to aim properly with these is a lost cause...
Reloading the dual MPX is the same story as every other akimbo in the game.
After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.
Carbines / Assault Rifles / Battle Rifles
Colt Model 733
The Colt Model 733, fitted with an A2-style receiver and 6-position stock, appears as the AMCAR, the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the G36K (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of Heat on the production, the highly specific choice of model probably isn't a coincidence.
Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.
Unmodified Model 733, aside from the "Mil-Spec" magazine. The 20-round straight box comes by default.
"Crosskill Tactical", US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.
Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.
Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.
Knocking out a camera warrants a fresh magazine.
And a civilized bolt release. Back in action.
The AKS-74 is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.
Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.
A nice sunny day and a nice shiny AK.
Iron sights what you'd expect from an AK.
Reloading. Rocking in a new mag...
...then pulling the charging handle. One can make out a round in the chamber.
Fitting the "Classic Stock" from The "Butcher's AK/CAR Mod Pack" turns the rifle into a regular AK-74
Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called "Assault Rifles" They always come in twos and the models are noticeably higher quality than the in-game model.
The M4A1 appears as the "CAR-4" and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a "higher caliber variant" of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.
M4A1 without carrying handle - 5.56x45mm
The CAR-4, complete with a aftermarket gas block.
Besides the mods listed above, bone stock.
The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.
Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or "look, I broke the fire selector".
Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.
Not worried about this shortcoming, he loads the gun with the magazine anyway...
...and then chambers one of the two bullets with the bolt release.
The Z-M LR 300ML - 5.56x45mm
Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the Z-M LR 300ML
. It's not a complete copy however, more like an approximation.
Salient Arms International GRY rifle - 5.56x45mm
Salient Arms International Tier One AR-15 - 5.56x45mm
Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.
...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.
A Taser with his old M4A1.
And finally the snipers with their old riles, note the laser.
A "Zeal Team" unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.
With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.
Steyr AUG A2
The Steyr AUG A2 becomes available to players at reputation level 8 and is named the "UAR" (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else but these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available.
Steyr AUG A2 (Military Version) - 5.56x45mm
The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.
Sadly there are no foregrip mods that let you swap out the drab stock grip.
Sokol enjoying the Maryland sun with his AUG.
Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.
Reloading. Note the bullets are actually modeled inside the magazine!
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the Thales F90 and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.
Slapping the "Raptor Polymer Body" onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.
The AKMS appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a AKM if the "Classic Stock" from The Butcher's AK/CAR Mod Pack is equipped.
AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm
Reloading. Rocking in a new magazine.
Racking the charging handle. A round can be seen in the chamber if one looks closely enough.
The Gold AKMS in all its fugly glory.
AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).
Fitting the "AK Slavic Dragon Barrel" to the AKMS allows it to impersonate the Romanian AIMR
The AKM fitted with the "Classic stock" giving it that classic look.
The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.
The AI Houston using an AKM.
Heckler & Koch G36KV
The Heckler & Koch G36KV makes an appearance as the "JP36", unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.
Heckler & Koch G36KV - 5.56x45mm
The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a G36C
, hinting that it might've been modeled from an airsoft cousin or "stretching" a G36C model.
Festooned with toys. The option of installing a "Sniper Stock" from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.
The performance-increasing "Polizei Special Foregrip" is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.
Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.
As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.
20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.
Then he racks the lever...
...just in time to save himself from a beat cop gone bad.
A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.
A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.
Heckler & Koch G36C - 5.56x45mm
Installing the "Compact Foregrip" turns the gun into a convincing G36C
. The stamp names the rifle as a "PJ G36". The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.
A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.
Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm
The "Gage Spec Ops Pack" DLC added along with a plethora of weapons mods, the "JP36 Original Sight" and "JP36 Long Foregrip". This allows the weapon to impersonate the basic G36
or an original German G36K if just the JP36 Original Sight is used.
A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.
Olympic Arms K23
The Para SMG is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as "olympia", that's the headline.
Olympic Arms K23B
The basic look of the gun is closest to the Olympic Arms K23B ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an M231 FPW and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type La France M16K. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.
Olympic Arms K23B - 5.56x45mm
Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.
The Para in its basic state. There's more than one model that could claim to be the basis.
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.
The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.
Olympic Arms K23P
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.
The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.
M4 CQBR / Mk 18 Mod 0
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10" length (falls just short of the 11.5" AMCAR) makes the most American option the Mk 18 Mod 0, ignoring the lack of a gas block/front sight and the too short foregrip.
Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm
The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.
Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.
The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.
M14 Designated Marksman Rifle
An M14 Designated Marksman Rifle with a McMillan M2A stock and a short 16" barrel appears as the "M308" as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a SAGE EBR Chassis, the later makes it resemble a Mk 14 Mod 0 EBR.
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.
M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO
M14 with Sage stock and scope - 7.62x51mm NATO
Note fire-selector below the rear sight.
Reloading. About to remove the magazine.
About to insert a fresh mag.
Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.
The M14 DMR in a JAE 100 G3 stock...
...and here in a SAGE EBR Chassis.
In the "Butcher mod pack" update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward on the rifle.
A variant on the AKMSU is unlocked at reputation level 29 and is named the "Krinkov," the nickname of the AKS-74U. It holds 30 rounds and is a catogorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way it's big brother the AKMS is preferred forits high damage, the Krinkov has a lot of love for the same reason but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister it's low mag count in a few seconds if you aren't careful.
Dallas admiring his huge stack of cash that he sadly can not spend on guns.
Reloading. About to karate-chop the magazine out of the gun...
Chains about to insert a quad stack magazine...
...and finally racking the charging handle.
Russian "light" mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.
...but Dallas don't care.
Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?
Bofors Ak 5
The whole Bofors Ak 5 family appears as the "AK5", all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.
Sticking on the "Bertil Stock" from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B.
This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.
The modernized Bofors Ak 5C comes together by replacing almost everything that comes off the receiver.
The true form of the rifle gains a leap to all important stats with the addition of the "Caesar" stock, "Karbin Ceres" foregrip and the recently introduced "CQB Barrel", decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.
The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.
More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.
The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.
The reload animation has since been updated to be more conventional.
The "Belgian Heat" handguard is cribbed straight off the FN FNC in a direct reference to Lt. Vincent Hanna (Al Pacino) from the movie Heat.
This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.
The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.
Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.
An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered "1KTG40885".
Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.
An M16A4 with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard.
The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round "Speed Pull Magazine" for faster reloads are also available.
Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.
Iron sights, relatively efficient.
Reloading. Inserting a new magazine.
Then pulling the charging handle.
SIG SG 552-2(**)
The SIG SG 552-2 appears as the "Commando 553" (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.
SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.
Note that the magazine has actual bullets modeled in it.
Reloading. Note that the magazine is modeled without a follower.
Inserting a new magazine.
Hitting the bolt release.
The FN SCAR-H appears as the "Eagle Heavy Rifle" and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a FN SSR stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.
FN SCAR-H - 7.62x51mm NATO
Note the Magpul AFG, it is on the weapon by default and cannot be removed.
Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.
Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was correct
, as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly "broke" the rifle.
The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.
Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.
DSA SA58 FAL(**)
A DSA SA58 FAL fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the "Falcon Rifle" and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the SA58 was the first weapon to have its accessories linked to DLC achievements rather than random drops. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.
DSA SA58 with 18" barrel - 7.62x51mm NATO
Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to "Einzelfeuer" (single-fire), but the weapon still fires fully-automatic by default.
Note the DSA bolt with "sand cuts". The line "BARRINGTON, IL" milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.
Reloading. Rocking in a new magazine...
...then finishes by racking the charging handle.
DSA SA58 OSW - 7.62x51mm NATO
A DSA SA58 OSW can be replicated by equipping the "CQB Foregrip", "Tactical Grip", and "CQB Stock" modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.
Israeli FAL "Romat" with Wooden Furniture - 7.62x51mm NATO.
Attaching the "Retro Foregrip" and "Wooden Stock" to the SA58 allows it to impersonate the IMI Romat
The FAMAS F1 appears as the "Clarion Rifle" and is unlocked for purchase by buying the "Gage Assault Pack" DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the "G2 Grip" to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle. But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.
FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.
Reloading. Throwing away the empty mag.
Pulling the charging handle.
FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.
If fitted with the "G2 Grip" (originally called "Retro Grip" before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.
IMI Galil ARM 7.62(**)
The 7.62mm variants of IMI Galil ARM appears as the "Gecko 7.62" rifle and is available to purchase for owners of the "Gage Assault Pack" DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.
IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.
Note that the bipod can't be used, it's purely cosmetic.
Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.
Rocking in a new mag.... with one bullet.
IMI Galil SAR - 7.62x51mm NATO
It's possible to turn the ARM into a Galil SAR
if fitted with the "Light Foregrip".
IMI Galil MAR - 5.56x45mm NATO
If one modifies the ARM with the "CQB foregrip and "Skeletal stock" it turns into a Galil MAR
Galil Sniper - 7.62x51mm NATO
Heckler & Koch G3A3(**)
The Heckler & Koch G3A3 with a Heckler & Koch HK21 machine gun's stock appears as the "Gewehr 3 Rifle" (a rather redundant name, as "Gewehr" means "rifle", making this the "Rifle 3 Rifle"), and is available to purchase for owners of the "Gage Assault Pack" DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault ki gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.
Heckler & Koch G3A3 with Navy trigger-group - 7.62x51mm NATO
Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.
Reloading. Removing the empty mag...
...about to insert a full one...
Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
Fitting the G3 with the "Wooden foregrip", "Wooden stock" and "Retro grip" will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.
Heckler & Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&K also produced this furniture in Black and "Jungle"-Green (referred to as "Police Green" in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO
With the "Plastic foregrip" and "Retro grip" the G3 looks like the version above.
Heckler & Koch PSG-1 - 7.62x51mm NATO
The G3A3 modified to look
like a PSG-1.
It's not quite a PSG-1 however...
Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.
Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/"silent bolt close divice", something not present on this mock-up.
The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)
...SR9(TC)...(grip, trigger, stock)
...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)
The new rifle used by the Police Snipers. Note that it has the "Theia Magnified Scope" installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.
The Enfield L85A2 was released in the Clover Character Pack as the first paid DLC signature weapon. Known in-universe as the "L-95" and referred to as the "Queen's Wrath" by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.
A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.
Note the zipped-on bottom and right rails. This is due to the L85 series' "flush" handguards not providing any attachment points for aftermarket accessories to mount on.
Clover in her office with her favorite rifle.
Reloading. Slapping the mag release, which probably wouldn't work very well.
About to mash in a STANAG mag.
Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.
The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.
L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO
One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called "Acough Optic Scope" in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.
HS Produkt VHS-D2(**)
The HS Produkt VHS-D2 was released as part of the "Dragan Character Pack" DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the "Lion's Roar". The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.
HS Produkt VHS-D2 - 5.56x45mm NATO
Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.
Dragan in the gym with the rifle of his homeland.
Iron sights. These bears some resemblance with the G36's iron sights.
Reloading. Pulling out the magazine.
A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.
Pulling the charging handle.
HS Produkt VHS-K2 - 5.56x45mm NATO
With the "CQB Barrel" installed, the rifle resembles the K2 variant of the VHS.
The AS Val was added with the Sokol Character Pack. It's called "Valkyria" in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.
Sokol admiring his hockey stick.
Reloading. Removing the empty.
Pulling the charging handle with an underhand technique.
The AS Val fitted with the "Prototype barrel" mod.
VSS Vintorez with PSO-1 scope - 9x39mm
Fitting the AS Val with the "Solid stock" turns it into a VSS Vintorez
A VSS Vintorez in Chains' armory.
The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Kel-Tec SUB-2000 appears as the "Cavity 9mm". A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.
Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm
The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.
The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.
Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.
His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.
The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.
Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.
The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.
Kel-Tec SUB-2000 Gen 2 - 9x19mm
Slapping on the "Appalachian Foregrip" transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.
The "Tooth Fairy Suppressor" foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.
The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.
Heckler & Koch HK416C(**)
The Heckler & Koch HK416C was added with the release of the Sydney Character Pack. It was marketed in-universe as the "Schäfer & Gewehr 416C", but this copy of the weapon was renamed by Sydney to "Bootleg" after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.
Heckler & Koch HK416C carbine with 9" barrel - 5.56x45mm NATO
The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.
Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.
Reloading. Dumping the empty drum...
...inserting a new one... (Here you can see "SG 416 C" on the mag-well.)
...and hitting the bolt release.
CZ 805 BREN A1(**)
The CZ 805 BREN A1 was added with the Biker Heist Packs and called the "CR 805B" in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.
CZ 805 BREN A1 - 5.56x45mm NATO
CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.
Reloading. Jiro begins with checking the chamber, which is empty.
Flicking out the magazine in a very dramatic way before inserting a new one...
...and then he takes his sweet time to chamber a round.
Heckler & Koch HK417(**)
The Heckler & Koch HK417 was added to the game as part the "Scarface Character Pack" DLC. Known in-universe as the "Little Friend 7.62 Assault Rifle" or "Schäfer & Gewehr SG-417D", it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung M203 grenade launcher. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.
Heckler & Koch HK417 with sights removed and 16" barrel - 7.62x51mm NATO
Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in PAYDAY 2
, the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is not
, by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.
Right side. For whatever reason, this incarnation of the "Little Friend" is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.
Scarface introducing the target dummy to his "little friend". The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.
Iron sights. These are the same ones found on Sydney's HK416C.
Reloading. Scarface pulling out the spent mag.
Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.
RM Equipment M203PI - 40x46mm.
Attached to the Scarface Pack's HK417 is the M203 grenade launcher
, effectively forming a two-in-one combo with the launcher also doubling as the 417's unique "attachment" that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.
Reloading. Opening the breech. Here's a frame away from the empty shell falling out.
Loading in a new grenade.
Then sliding the breech shut and the M203 is almost ready to fire again.
Taran Tactical Innovations TR-1 Ultra-light(**)
The Taran Tactical Innovations TR-1 Ultra-light was added with the release of the "John Wick Heists" pack as the "Contractor .308", ostensibly modeled after the rifle prominently used by Wick in John Wick: Chapter 2. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the "Contractor .308" is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.
TTI TR-1 Ultra-light - 5.56x45mm
Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.
The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.
An up close look at the receiver. Taran Tactical Innovations has been changed to "Tecci Tactical Operations". Note that the while the lower has "SAFE-FIRE" markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.
Fitting the rifle with the "contractor grip" and "contractor stock" gives it an appearance similar to the rifle pictured above.
On the watch for lawmen with the TTI TR-1.
Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.
Wick backs out of the window while taking fire from an unfriendly medic.
Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.
Chambering a .308 round. The bolt appropriately locks back for the empty reload.
The TR-1, locked and loaded.
The latest iteration of the AK-12 was added with the "Gage Russian Weapon Pack" DLC. Going by the name "AK17" in-game. It holds 35 rounds by default, and can accept the other AK magazine mods (the Low Drag US PALM magazine gives it a similar appearance to the AK-15 variant). And while the Grom and Tatonka give some substance to the pack, the AK17's a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.
AK-12 with Krechet-M sight - 5.45x39mm, 2016 version
Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.
AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.
Returning fire with the AK-12 on the PMC convoy.
Rocking in a new magazine.
Followed by an underhand tug of the charging handle, if needed.
John Wick bashes another character (armed with a scoped SG 552) with his AK-12.
The M1 Garand was added to the game in the free WWII Weapon Pack update alongside the Luger P08 and MP40. Known as the "Galant", it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping 23.
Unique miodifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.
Unlocking the Garand requires the player getting 100 kills with the MP40.
The left side of the M1...
...and the right side. Just as classic as ever.
Modern shooting range, meet 80-year-old battle rifle.
Iron sights. These are almost identical to the ones on the SOCOM 16
, and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course.
Hoxton inspects the Garand's nicely-detailed left side.
*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.
Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...
...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.
FN F2000 Tactical
The FN F2000 Tactical with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the "Union 5.56", it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range.
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.
FN F2000 Tactical - 5.56x45mm NATO
FS2000 CQB - 5.56x45mm NATO
For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips.
The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.
While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.
While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and especially
PMAGs) would not physically fit inside the gun.
Hoxton aiming his F2000 Tactical at a shooting range dummy.
Iron sights. These are very clear to peep through.
Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read "U.N. BELGIUM WALLONIA cal. 5.56", which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.
Having completed his magdump, Hoxton pulls out the spent mag...
...then clicks a fresh one in...
...and tops it off by pulling the charging handle.
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under "Pistols" instead.
Remington Model 870 Field Gun
A Remington Model 870 Field Gun, called the "Reinfeld 880" is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.
Remington Model 870 Field Gun - 12 gauge
The Reinfeld in all it's early 2010's modeled glory.
Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.
Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun
Reloading. Loading up with some 12 gauge shells...
...and chambering said 12 gauge shell.
A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.
Remington Model 870 Short-Barreled
A stubby variant of the Remington Model 870 Field Gun is unlocked at level 13 and is called the "Locomotive 12G". It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.
Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge
A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.
Note that despite this being a "sawn off" shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.
Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.
Reloading. Loading some shells...
Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge
Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.
A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.
The Saiga 12K (going by the name "IZHMA 12G") is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You CAN make it lethal with some skill stacking, but even then other shotguns are better at that so why bother?
The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the AKMS. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga-12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga-12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however).
AKMS underfolders already suck so rigging a Saiga to one is just brutal.
The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.
Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.
Iron sights, shared between a dozen other guns in the game.
Reloading a customized Saiga-12K, note the magazine is now properly loaded.
It is now charged underhand, with regard to keeping the optic stable.
The black Dozers step up their shotgun game with a Saiga-12K.
CBRPS Spike X1S AK Chassis
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the "Locke and Load" event as a secondary shotgun which can also be dual-wielded. Known as the "Grimm 12G" or "Brothers Grimm 12G" for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.
The Spike X1S, shown here with an AK-74 inside and no magazine. Taken from the manufacturer's website.
Left side of the Saiga - Spike X1S.
Right side of the Saiga - Spike X1S.
The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.
The Saiga - Spike X1S in-game.
Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's "Flip-up Sight" mod.
Reloading the Grimm 12G, starting by removing the magazine...
... replacing it (note visible shells)...
... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.
And the akimbo "Brothers Grimm".
And with the "Brothers Grimm", which consists of just squinting down the middle like with the other akimbo weapons.
The "Brothers Grimm", just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.
Double Barreled Shotgun
A Double Barreled Shotgun appears as the "Mosconi 12G" and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whooping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have.
Stoeger/IGA Coach imported side by side shotgun - 12 gauge
Something something "Boomstick" joke.
No we don't know why the Mosconi has that horribly angled stock, don't ask.
Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.
It would say "iron sights" here if there were any.
Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.
Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.
Remington Spartan Sawed Off shotgun - 12 gauge
It's possible to saw down both the barrels and the stock with the use of the "Road Warrior" and "Gangsta Special" modifications respectively.
The Franchi SPAS-12 was added during CrimeFest 2014 and is called the "Predator 12G". It fires in semi-auto and holds 6 rounds in the default short tube, the "Extended Magazine" gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for "sporting purposes".
Franchi SPAS-12 with butt hook attached to stock - 12 gauge
Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.
Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.
Dallas holds his SPAS wondering why he's bothering with this anyway.
Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.
Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.
After doing so, Dallas flips over the SPAS-12 and racks the charging handle, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.
Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive "attachment".
Franchi SPAS-12 with fixed stock - 12 gauge
Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.
Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.
Beretta DT11/CZ Redhead Deluxe Hybrid(*)
This Over and Under Shotgun was introduced along with the Bonnie Character update as the "Joceline O/U 12G". It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a Beretta 682 Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.
CZ Redhead Deluxe O/U - 12 gauge
As was the case with the other double-barreled shotgun in the game, the "Joceline O/U" seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.
Viewing both sides of the gun reveals that the "Joceline" doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.
Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.
Reloading when both shells has been fired.
Inserting two new shells.
Benelli M4 Super 90(**)
The Benelli M4 Super 90 appears as the "M1014" in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the "Gage Shotgun Pack" DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.
Benelli M4 Super 90 - 12 gauge
Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the "Long Barrel" mod to the gun will give it the proper length.
John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.
Reloading. Inserting some new shells. Note that the ramp isn't moving.
After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's "pulled"
Benelli M4 Tactical - 12 gauge
Fitting the M4 with the "Solid Stock" turns it into a Benelli M4 Tactical. Note that the "Long barrel" modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.
Benelli M4 NFA - 12 gauge
With the "Short Barrel" mod, the shotgun becomes a Benelli M4 NFA. Here the "Collapsed Stock" mod is additionally installed. Note that the barrel is slightly too short.
Benelli M4 NFA Tactical - 12 gauge
With both the "Short Barrel" and "Solid Stock" installed, one can use the Benelli M4 NFA Tactical.
The Kel-Tec KSG, called the "Raven" in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.
Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
Iron sights. Which are Daniel Defense A1 BUIS sights.
The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.
The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.
Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?
Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.
Penn Arms Striker-12(**)
The Striker-12 appears by the family's most prestigious name; the Street Sweeper. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.
Penn Arms Striker-12 - 12 gauge
The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from Modern Warfare 3
Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads. The big tube on the end is an exclusive fictional integral suppressor.
The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.
T-minus one second to Hoxton's liberation, Chains tops off the magazine. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.
T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.
The AA-12 was added with "The Butcher's BBQ Pack" as the "Steakout 12G", possibly a pun on the Ithaca 37 "Stakeout" model (ironically, a standard Ithaca 37 was added later with the "Goat Simulator" DLC)
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.
An MPS AA-12 CQB without its magazine - 12 gauge
"O-24" is scribbled on the magazine.
Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.
Reloading. just about to fully insert a magazine.
Pulling the charging handle.
The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.
As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!
Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.
Fitting the CQB with the long barrel modification turns it into a regular AA-12.
Along with the "Goat Simulator" DLC (where do they get these ideas?) a full-size Ithaca 37 Riot was added, oddly as a secondary weapon. Called "GSPS 12G" in-game as a rather obvious parody of the "Deer Slayer Police Special" variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.
Ithaca Model 37 Riot - 12 gauge
Iron sights, or rather a bead sight.
Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.
Reloading. Chambering a shell.
The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.
Winchester Model 1887(**)
The Winchester Model 1887 was added with the Biker Character Packs and is called the "Breaker 12G" in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?
Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge
Rust (voice acted by Ron Perlman
) holding his recently washed Model 1887.
Cycling the action after firing, note the new shell being chambered.
Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.
Reloading. Inserting a new shell.
Loading up on more shells, note that the magazine tube is loaded.
Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.
The Model 1887 cut down to a short barrel...
...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.
Crye Precision SIX12
The Crye Precision SIX12 was added during "Hoxton's Housewarming Party" as a secondary shotgun. It's called "Goliath 12G" in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.
Crye Precision SIX12 (2nd prototype) - 12 gauge
Note the Magpul MVG foregrip.
Iron sights. These are reused from the CZ 805.
Reloading. Pulling out the empty cylinder.
About to insert a new one.
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second "Gage weapon pack" DLC. The "Gage Historical Pack" introduced the MG-42 and the "CrimeFest 2015" update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the "Lion bipod" was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).
The RPK appears as the "RPK" and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it.
RPK light machine gun with 75-round drum magazine - 7.62x39mm
Reloading. Inserting a new drum.
Reloading. Chambering a new round.
For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy and
stability but increases
There is an unused RPK-74M
type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.
The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.
The M249 Para appears as the "KSP" and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between "somewhat controllable" rate of fire and "I CANT SEE ANYTHING OH DEAR GOD HELP" rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.
M249 SAW Paratrooper version with 200-round ammo box - 5.56x45mm
Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.
"Aiming" the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.
Blasting away with the M249 Para, note the brass and disintegrating belt links.
Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.
Reloading. About to fit in some more bullets.
The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the Payday wiki
A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.
FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm
The Soild Stock and Long Barrel attachments turn the M249 Para into a M249-E2 SAW
FN Mk 46 Mod 0 - 5.56x45mm
Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the Mk 46 Mod 0
; it still has the STANAG magwell, however.
The "Zeal Team" Dozer with his Mk 46 Mod 0.
Heckler & Koch HK21E(**)
Returning from the previous installment, the Heckler & Koch HK21E appears as the "Brenner 21" and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.
Heckler & Koch HK21E - 7.62x51mm NATO
Reloading. A little button is pressed in order to release the box mag.
Reloading. Inserting a new box.
The MG 42 appears as the "Buzzsaw 42" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a "BRRAP" and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.
MG42 with drum magazine - 7.92x57mm Mauser
Reloading. Seating a new drum.
After seating the belt and closing the top cover, the charging handle is pulled.
MG34 with front and rear sights folded down - 7.92x57mm Mauser
Modified version of the MG 42. The "Light Barrel" modification gives it the barrel of its predecessor, the MG 34
MG 42 modified with the "Heatsinked Suppressed Barrel", based on the DLT-19 Heavy Blaster Rifle from Star Wars
(which was actually made from an MG 34).
The old MG42 model, before it had its bipod removed.
Although called "Ksp 58" in-game, after the Swedish version of the FN MAG 58 and even has the distinctive Swedish green lacquer finish, it is actually modeled after the M240B, denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of "CrimeFest 2015" and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.
An actual Carl Gustaf Ksp 58 B, for comparison - 7.62x51mm NATO
The not-actually-a-Ksp 58, in all of its fraudulent glory.
The other side, showing off the further-revealing carrying handle.
Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.
Attaching a new ammo box.
The M240 fitted with the "Lion's bipod" and "Plastic stock", the latter being more in line with a proper M240 stock.
The WW2-themed exhibit in the heist "The Diamond"'s fictional McKendrick Museum has several unusable M1918A2 Browning Automatic Rifles (sans carrying handles and bipods) in display cases on its walls.
M1918A2 BAR (w/o carrying handle) - .30-06 Springfield
The aforementioned exhibit also prominently features a glass-cased MG34 on its distinctive Lafette tripod.
MG34 on Lafette tripod - 7.92x57mm Mauser
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update.
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-lite, which is under "Assault rifles" instead.
Remington MSR (**)
The Remington MSR appears as the "Rattlesnake" and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.
Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum
Note that this wooden body is entirely fictional.
The standard scope for all sniper rifles is based off the Schmidt & Bender 1-8x24 PM Short Dot.
The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.
Reloading. Throwing away the empty mag.
Cycling the bolt to chamber a round, or rather, an empty case.
The rifle fitted with the "Tactical Aluminium body" "Sniper Suppressor" and the "Theia Magnified Scope" (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)
Blaser R93 Tactical 2 (**)
The Blaser R93 Tactical 2 was added with the Gage Sniper Pack and appears as the "R93". Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whooping power that is the THanatos and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.
Blaser R93 Tactical 2 - .338 Lapua Magnum
Cycling the straight-pull bolt.
Reloading. Removing the empty mag.
Putting in a new one. The previous "mag-in" animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.
Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.
Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a "Sporting" configuration.
The R93 fitted with the "Wooden Body" giving it a similar look to the rifle pictured above.
Barrett M95 (**)
The Barrett M95 appears as the "Thanatos" and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of 3675, loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid 12,500 damage per shot and the M202 from the Scarface Heist pack with 6200 damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.
The bipod is unfortunately just for show.
A closer look at the markings.
Cycling the bolt which produces a rather odd sound effect.
Reloading. Removing the empty mag...
...and inserting a new one.
Mosin Nagant M1907 Carbine (**)
The Mosin Nagant M1907 Carbine wa introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the "Nagant", it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.
Mosin Nagant M1907 Carbine - 7.62x54mmR
Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.
Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.
Reloading. Pressing in a clip with some 7.62x54R...
...and then chambering a round.
The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.
Mosin Nagant M38 Carbine - 7.62x54mmR
The Mosin Nagant can be modified with a M38 carbine length barrel...
Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR
...and a full length M91/30 one.
Winchester Model 1873 (**)
The Winchester Model 1873 appears in the game as the "Repeater 1874" and is part of the "Butchers Western Pack" DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.
Winchester Model 1873 with octagon barrel - .44-40 caliber
Iron sights. The front sight post is barely visible.
Cycling the lever after hip-firing the rifle produces this animation.
When aiming and firing however, this animation is used.
Reloading. Loading up the magazine tube.
The Model 1873 decked out with its unique scope and suppressed barrel.
Walther WA 2000 (**)
The Walther WA 2000 Generation 1 was added with the "Gage Ninja Pack" DLC. It's called "Lebensauger .308" in game, which can roughly be translated from German to "life-sucker". While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.
Walther WA 2000 Gen 1 - .300 Win Mag
Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.
Bodhi preparing to zero in his WA 2000 at the range.
After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.
About to load in a new one.
Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.
Walther WA 2000 Gen 2 - .300 Win Mag
Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.
Winchester Model 70
The Winchester Model 70, called "Platypus 70", was added along for free with the character Bodhi from the Point Break remake. The rifle uses FN's Tactical Box Magazine adapter. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.
Modern update of classic Winchester Model 70 with open sights - .30-06
Bodhi holding on to his Model 70.
Iron sights. Not the best place to put your thumb, however, as this could result in "shooter's thumb" a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.
Cycling the bolt. Note the round in the chamber.
Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.
Reloading. Removing the empty mag...
...and then inserting a full one.
DTA Stealth Recon Scout(**)
The Desert Tactical Arms Stealth Recon Scout A1 Covert was added with the release of the "John Wick Weapon Pack". Along with the aforementioned Heckler & Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the "Desertfox Sniper Rifle", it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.
Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum
Note the 16'' barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18''.
Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.
Reloading. Removing the dry magazine.
Chambering a new round. Note that the magazine is just barely visible.
The rifle fitted with its suppressor. Called "Silenced Barrel" in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.
Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum
The Stealth Recon fitted with the "Long Barrel" mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.
The SVD Dragunov is available for people who own the "Gage Russian Weapon Pack" DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name "Grom" in-game, which translates into "thunder" in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.
SVD Dragunov sniper rifle - 7.62x54mm R
Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.
Sokol watches a street with his Dragunov.
Aiming. At the maximum field of view, it's hard to make out the front sight.
Inserting a mag into an empty SVD with an ACOG scope attached.
John waves his Dragunov at another heister.
M79 Grenade Launcher (**)
The M79 was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.
M79 grenade launcher - 40x46mm
M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.
Looking down the leaf sights.
Reloading. Dropping out the spent casing. Note the terrible trigger discipline.
Inserting a new one to do some thumping.
Milkor MGL Mk 1L (**)
The Butcher's BBQ Pack added a Milkor MGL Mk 1L to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock.
Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
Reloading. About the swing out the cylinder.
The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. This is depicted as the player character slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.
As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.
The RPG-7 was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game.
The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.
Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't that
many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.
After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.
China Lake Launcher (**)
The China Lake Launcher, known as the "China Puff" in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon.
China Lake Launcher - 40x46mm
...and the leaf sights. They are flipped up via some form of telepathy seemingly.
Cycling the pump to chamber a new grenade.
After the last grenade is fired the chamber is empty.
Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.
The latest model of the XM25 grenade launcher was added with the "Gage Spec Ops Pack" DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the "Arbiter Grenade Launcher" in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.
2015 ATK XM25 with new fire control system - 25x40mm
Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.
Jimmy visiting the bar with his new found friend.
Iron sights. These are reused from the CZ 805.
Reloading. About to pull out the magazine with some struggle.
About to insert a new mag full of 25mm grenades.
Yanking the charging handle.
The M202A1 FLASH was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface Character DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts.
Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.
Aiming through the M202's scope.
Hoxton tops off his M202 with a hearty smack to the release latch.
Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.
Tugging on the clip to lock the rockets in.
Hoxton taking a detailed look at his "Commando
101" while aspiring to one day become as badass as Arnold
Heckler & Koch M320
The Heckler & Koch M320 was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a rough equivalent to the M79 and fits into the secondary slot. Like most launchers, it deals great damage with every shot, but is also plagued with very low reserves and an equally-dismal replenishment rate from drops.
Heckler & Koch M320 with optional telescoping stock - 40x46mm
Note the word "Patchett" printed onto the frame over where the "Sterling, VA" marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.
Drawing the M320 has the user extend is stock. Note the clipping.
Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).
Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.
Hoxton tops off his M320 by opening up the breech...
...dropping out the spent shell. Note how the primer remains unstruck...
...slotting a new round in...
...then making damn sure it stays in place with an open palm smack.
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.
Two pieces of C4 in Wolf's workshop.
Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.
3 sticks of C4 stuck to a safe.
M18 Smoke Grenade
The M18 smoke grenade is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update.
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire.
A smoke grenade next to a dead Dozer.
Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.
M67 Hand Grenade (**)
The M67 hand grenade was added in the first "Gage Weapon Pack" DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit.
Update 100 added another version of the grenade called the "HEF Grenade" that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.
The M67 grenade that was added with the "Gage Weapon Pack". Note that the model originally used much lower resolution textures,
The "HEF Grenade". Note the Overkill bomb attached to the pin.
A thrown grenade on the ground.
Model 24 Stielhandgranate (**)
The Model 24 Stielhandgranate was added as a melee weapon in the "Gage Historical Pack". It's referred to as the "Potato Masher" in-game.
Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade
Dragan swatting SWAT away from his backyard.
M84 Stun Grenade
The M84 Stun Grenade was added in the "Hoxton's Housewarming Party" update under the misnomer of "Concussion Grenade". Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close.
After an update, the law enforcers' own version of the flashbang has been updated to use this model.
An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.
AN-M14 Incendiary Grenade
Another addition the game's arsenal of grenades is the AN-M14 Incendiary Grenade as part of "The Search for Kento" community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.
AN-M14 Incendiary Grenade
Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.
Hand Held M134 Minigun
A Hand Held M134 Minigun was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.
handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgment Day
. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator
; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.
Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.
Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...
...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.
The M134 with "The stump barrel" and "I'll take half that kit" (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched.
Empty Shell LLC XM556 Microgun
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled XM556 Microgun by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the "Shoulder-Mounted Machine Gun" from Fallout: New Vegas's Lonesome Road DLC. Modifications include a short barrel cluster and "Heatsinked" versions of both configurations, which are just the barrels with a tactical sleeve fitted on.
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.
XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as "to be determined", this is probably a non-firing mockup.
Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.
The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.
Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.
In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.
Hoxton holding up a shooting range dummy with his newfangled Microgun.
Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.
Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.
The Heckler & Koch MP5K appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a FN P90 as its base.
Heckler & Koch MP5K in trademark Heckler & Koch suitcase - 9x19mm
The original sentry gun in game.
The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...
and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.
A Browning M2HB machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the Browning M3 Aircraft, it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.
The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.
A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.
Heckler & Koch HK416D
In the opening live-action title sequence, Chains wields an airsoft Heckler & Koch HK416D rifle.
Heckler & Koch HK416D - 5.56x45mm NATO
The airsoft HK416D from the game's introductory video.
The motel overrun by Russian mobsters in the "Hotline Miami" job has M18A1 Claymore booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.
M18A1 Claymore anti-personnel mine
As it turns out, Chains brought the right kind of VHS to this inn.