User:DrDostovei/Sandbox

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This is a just-for-fun page of sorts for a mod I really love: the AMC TC. I've been meaning to do this for the past several months, but only recently have I started working on it. Anyways, here you go.

ITLOFFiringPistol.jpg

Work In Progress

This article is still under construction. It may contain factual errors. See User talk:DrDostovei/Sandbox for current discussions. Content is subject to change.

Contents

AMC TC

AMC TC is a free-to-play standalone Duke Nukem 3D total conversion for the PC. It is developed by the AMC TC Developers, a team of freelance modders who have released several mods for the 1996 FPS prior to the development of the TC. The game's first episode was released in 2011, with the second and third episodes being released in 2015 and 2019, respectively.

Overview

The game is set an unspecified amount of time after the events of Duke Nukem 3D. In response to the as-of-yet unexplained disappearance of the Earth Defense Force's top agent, Duke Nukem, a man working for both the EDF and its offense-oriented counterpart, the Earth Attack Force, commissions one of his old friends to put together an elite task force to tackle the most severe threats against Earth, called the AMC Squad. The player can play as one of 10 agents, each with their own abilities and arsenals, and engage in different missions of varying difficulty and fight against several factions inhabiting the game's world.

Each character's arsenal can be customized with different special weapons to allow for different approaches to combating enemies, such as equipping an assault rifle with armor-piercing rounds to fight armored enemies. In addition, the game has a research system where the player can unlock different buffs, ammo types, weapons, and other items to help fight against enemies, and a weapon upgrade system where the player can spend credits on vending machines to upgrade a character's base weaponry.

The following weapons appear in the video game AMC TC:

Handguns

Glock 18

The Glock 18 is James Stanfield's default Slot 2 weapon. It is a decent pistol, with good accuracy, an 18-round magazine and a fast rate of fire, but weak damage. The Glock can be upgraded with an extended magazine (increasing the size to an incorrect 30 rounds), a fire rate mod (giving it a full-auto fire mode), and a mod that increases the Glock's damage, turning it into a powerful machine pistol.

Glock 18 (3rd Generation) with 19-round magazine - 9x19mm
The Glock 18 on the loadout screen.
James holds the Glock 18 as he scouts out the foyer of a Cycloid-infested bookstore.
James opens fire at an Assault Trooper who finds out that taking the high ground does not automatically grant him an advantage against a trained operative.
James reloads his pistol as another Assault Trooper engages him.
James dual wields two Glock 18 pistols as he looks over the bodies of dead Cycloids. Note the left Glock is a mirrored sprite of the right Glock.
James fires both Glock 18s on an Assault Trooper unfortunate enough to be on the business ends of them.
James holds a fully upgraded Glock 18 in the firing range of the Allied Military Complex headquarters.

Colt M1911A1

A nickel-plated Colt M1911A1 appears as the "M1911" and is a special Slot 2 weapon for James, replacing his default Glock 18. It has much better stopping power at the cost of a lower rate of fire and a smaller magazine (8 rounds); however, it has the ability to accept silver bullets, which allows the gun to be used against supernatural enemies, such as sorcerers and Lost spirits. Acquiring this gun is a bit esoteric, as the player needs to complete Episode 4 of the AMC TC's prequel mod, Imagination World 2, get the good ending of the episode, and then copy the newly created "iw_complete.amctc" file over to the AMC TC's data folder.

Nickel Plated M1911A1 with brown plastic grips - .45 ACP
The M1911A1 on the loadout screen.
James equips his Colt M1911A1 as he takes cover from Cycloid forces in the lobby of a besieged Earth Defense Force branch office building.
James attacks two Pig Cop guards at the metal detectors with his M1911A1.
James reloads his M1911A1 as he lets himself into the EDF office.

OTs-33 Pernach

The OTs-33 Pernach appears as simply the "OTs-33" and is a special Slot 2 weapon for James. Compared to the Glock 18, the OTs-33 Pernach boasts a larger magazine size of 27 rounds and a faster rate of fire. It can be purchased from the Shopkeeper once the player has rescued Matvei from the bunker in the mission "The Revolution."

OTs-33 "Pernach" - 9x18mm Makarov
The OTs-33 Pernach on the loadout screen.
James wields his OTs-33 Pernach as he prowls the streets of Chinatown, New York for any threats.
James engages hostile Triad enforcers guarding the entrance to a subway station with his OTs-33 Pernach.

FN Five-seveN

The FN Five-seveN appears as the "FN-57" and is a special Slot 2 weapon for James. It boasts a 20-round magazine with armor-piercing rounds and is equipped with a laser-aiming module, which can be toggled with the alt-fire key. It is a good weapon overall, with better damage, better accuracy and the ability to penetrate enemy body armor. It can be purchased from the Shopkeeper for 15k base budget.

FN Five-seveN - FN 5.7x28mm
The FN Five-seveN in the loadout screen.
James stows away in the restroom of a Cycloid-occupied passenger jet, with his Five-seveN in hand.
James reloads his Five-seveN pistols as he prepares to engage enemy forces on the other side of the restroom door.
James engages in combat with an Assault Enforcer in the middle cabin of the passenger jet.
James executes a lone Assault Trooper who has failed to avenge his fallen Enforcer comrade.

Jericho 941

A gold-plated Jericho 941 appears as the "Golden Jericho" and is a special Slot 2 weapon for James. It is unlocked by completing all of Episode 1 on Expert difficulty or higher, then purchasing it from the Shopkeeper for 70k base budget. It boasts better damage and accuracy, plus it has the ability to damage all enemy types (including supernatural enemies) with its gold bullets; however, it has a slower rate of fire and a smaller magazine size of 9 rounds.

Jericho 941 with accessory rails - 9x19mm
The gold Jericho 941 on the loadout screen.
James stands over the corpse of a cultist who tried to ambush him near a barricaded house in Providence, with his golden Jericho 941 in hand.
James later fends off another ambush from cultists in a general store with his golden Jericho 941.
James reloads his golden Jericho 941 after defeating the cultists in the store.
James dual wields two golden Jericho 941 pistols as he reads a newspaper article about a tragedy that happened in Providence.
James later fights off cultists in a mountainside monastery with his dual Jericho 941s.

Walther PPK

The Walther PPK appears as simply the "PPK" and is a special Slot 2 weapon for James. It is equipped with a suppressor and an 8-round magazine, has armor-piercing capability, and is concealable, meaning it will not be taken from the player should they enter areas where they will lose their weapons otherwise. It can be purchased from the Shopkeeper.

Walther PPK fitted with a sound suppressor - .380 ACP (black grips)
The Walther PPK in the loadout screen.
James equips his Walther PPK as he prepares to infiltrate a mercenary-occupied facility on Xuglop.
James loads his other PPK as he glances at a pipe leading into the facility.
James takes out two grunts with his PPK.

Beretta 92F

The Beretta 92F appears as just the "Beretta" and is added in the 10th Anniversary update as a special Slot 2 weapon for James. It is described as being loaded with special armor-piercing rounds, which grants it the ability to penetrate enemy body armor. It has decent accuracy & damage, as well as a correct 15-round magazine capacity. It is found in the Shellshocked mission, in an apartment accessible via a secret teleporter room in the EDF headquarters.

Beretta 92F - 9x19mm
The Beretta 92F on the loadout screen.
James draws his Beretta after Cycloids crash his vacation in a resort town in Australia.
James engages a distant Cycloid assault trooper across the beachfront with his Beretta.
James reloads his Beretta while fighting off Hawaiian-shirted pigs occupying an alleyway.
James reloads a second Beretta after securing the lobby of a hotel from a pig tourist.
James dual wields empty Beretta pistols as he overlooks a beach full of Cycloids.

Tokarev TT-30

The Tokarev TT-30 appears as the "TT-30 Tokarev" and is Highwire's default Slot 2 weapon. A good weapon, it boasts decent damage and accuracy, but is hampered by its small magazine of 8 rounds. It can be upgraded with an extended magazine (increasing the size to 20 rounds), a fire rate mod (which somehow turns the pistol into a fully automatic machine pistol), and an accuracy mod.

Tokarev TT-30, first version of the Tokarev pistol - 7.62x25mm Tokarev
The TT-30 in the loadout screen.
Highwire holds his Tokarev TT-30 as he leads a small strike force into a mercenary-occupied facility on Xuglop.
Highwire fights off grunts guarding a conveyor belt with his TT-30.
Highwire reloads his TT-30 as he engages the grunts.

AMC Auto Mag

The AMC Auto Mag Pistol appears as the "Auto Mag" and is a special Slot 2 weapon for Highwire. It boasts very high stopping power and great accuracy for a pistol, but shares the same rate of fire and magazine size as an nonupgraded Tokarev TT-30. In addition, the pistol's accuracy will falter with rapid shots, thus necessitating a slow but steady fire rate in order to hit distant targets. The weapon's rounds are capable of penetrating enemy body armor, but will bounce off of heavy armor, such as powersuits. It is available by purchasing it from the Shopkeeper for 20k base budget.

Auto Mag Pistol - .44 AMP
The AMC Auto Mag in the loadout screen.
Highwire brandishes the Auto Mag as he investigates a highway turnpike.
Highwire fights off Cycloid Assault Troopers in the turnpike garage.
Highwire reloads his Auto Mag as an Assault Trooper and Assault Captain engage him.

Heckler & Koch VP70M

A modified Heckler & Koch VP70M pistol appears as the "Remote Dart Gun" and serves as the default Slot 7 weapon for Rusty Nails. It fires small high-explosive darts that can be remotely detonated through an unseen mechanism, as well as incendiary darts that emit a ring of fire upon detonation, setting alight anyone unfortunate to be caught in the blast. There is no limit as to how many darts can be set, allowing for crafty players to set traps on unsuspecting enemies.

Heckler & Koch VP70M with stock - 9x19mm
The Heckler & Koch VP70M in the loadout screen.
Rusty wields his modified VP70M as he stares at an unsettling figure encased in the glass in front of him.
Rusty fights the Bruiser Brothers guarding the entrance to the town library with his VP70M.

Sphinx 3000

A pistol based on the Sphinx 3000 pistol appears as the "MS-Corp Pistol" and serves as the default Slot 2 weapon for Mikko Sandt. It is a select-fire machine pistol, capable of semi-automatic and fully automatic fire, and is equipped with a laser aiming module and armor-piercing rounds. It boasts a good rate of fire, accuracy, and armor penetration capability. The pistol can be upgraded with an extended magazine (increasing its size from 20 rounds to 40 rounds), an accuracy mod, and a rate-of-fire mod.

Sphinx 3000 - 9x19mm
The MS-Corp Pistol in the loadout screen.
Mikko equips his MS-Corp Pistol as mercenaries invade the entryway of his newly acquired research facility on Energeia.
Mikko engages a lone mercenary with his MS-Corp Pistol.
Mikko reloads his pistol as he scouts out the helipad of the facility.

Beretta 93R "Auto 9"

The Beretta 93R "Auto 9" appears as just the "Auto 9" and is Micky Crisp's default Slot 2 weapon. The pistol boasts a decent rate of fire & accuracy, and possesses the ability to fire in 7-round bursts as its alt-fire. The pistol can be upgraded with an accuracy mod and an armor-piercing mod, which grants the weapon improved accuracy and the ability to damage armored targets, respectively.

Beretta 93R "Auto 9" - 9x19mm
The Beretta 93R "Auto 9" on the loadout screen.
Micky loads his Auto 9 as Cycloid forces crash his R&R at an apartment complex in Mexico.
Micky readies his Auto 9 as Cycloid troopers attempt to snipe him from the rooftop across his apartment building.
Micky engages a Cycloid assault force in the apartment hallway with his Auto 9.

Beretta Px4 Storm

A gold-plated, modified Beretta Px4 Storm appears as the "Gold Metal Storm" and serves as a special Slot 2 weapon for Micky Crisp. The pistol boasts a decent rate of fire and accuracy, along with decent armor-piercing capability and the ability to fire its entire magazine in one shot (how this is possible with a pistol of conventional design is beyond anyone's imagination). In addition, it also has the ability to damage supernatural enemies, thanks to the gold bullets it fires. The weapon is unlocked by beating Episode 1 on Expert difficulty or higher, then purchasing it from the Shopkeeper for 75k base budget.

Beretta Px4 Storm - 9x19mm
Micky peeks around a corner with his gold-plated Metal Storm pistol as Brotherhood forces (yes, that Brotherhood) converge on his position.
Micky fends off a Brotherhood footsoldier with his gold-plated Metal Storm pistol.
Micky reloads his gold-plated Metal Storm pistol as a pair of Brotherhood footsoldiers attempt to corner him in the hospital.

IMI/Magnum Research Desert Eagle

The Desert Eagle is Bombshell's default Slot 2 weapon. It boasts high damage, good accuracy and a decent rate of fire, and it is equipped with a laser-aiming module for improved accuracy; however, it is hampered by its small magazine of 7 rounds. It currently does not have any upgrades.

Desert Eagle Mark XIX - .50 AE
Bombshell brandishes her Desert Eagle as she duels a Cycloid assault trooper in a bar in Nevada.
Bombshell fires her Desert Eagle at invading Cycloid forces as they sack the bar.
Bomshell reloads her Desert Eagle, having had enough of the Cycloids ruining her vacation.

Revolvers

Smith & Wesson Schofield

The Smith & Wesson Schofield appears as simply the "Revolver" and serves as the default Slot 2 weapon for Rusty Nails. It possesses good damage, accuracy and rate of fire, and has an alt-fire where Rusty fans the hammer for increased fire rate. It also possesses the shortest reload time of only 1 second, allegedly due to Rusty being so familiar with revolvers that he can reload them by simply flicking them open and shutting it quickly, the rounds magically appearing just as he flicks it shut. These attributes make this weapon very powerful to use, especially against single targets. The Smith & Wesson Schofield has only one upgrade, which is an accuracy upgrade which makes the gun suitable for hunting distant targets.

Smith & Wesson Schofield Model 3 with blued finish - .45 Schofield (right side)
The Smith & Wesson Schofield on the loadout screen.
Rusty fends off Cycloid assault troopers in his upstairs office with his Smith & Wesson Schofield.
Rusty reloads his Smith & Wesson Schofield after securing his office.
Rusty surveys his office after fighting off the assault troopers.

Remington 1858 New Army

The Remington 1858 New Army appears as the "Remington 1858" and is a special Slot 2 weapon for Rusty Nails. It is weaker than the default MP-412 REX, but still possesses good accuracy and rate of fire. To compensate for its weaker damage output, the Remington 1858 New Army has been modified to accept silver cartridges, which gives it the capability to damage supernatural enemies. In addition, the cartridges have limited armor-piercing ability, allowing it to penetrate enemy body armor. The Remington 1858 New Army can be unlocked by defeating Dr. Jekyll in his first phase, then picking up his gun on the podium behind him in his second phase; if the player misses this, the weapon can be found in Rusty's room in the AMC Base after completing the mission "Welcome to Millhaven."

Remington 1858 New Army - .44 caliber
The Remington 1858 New Army in the loadout screen.
Rusty fires his Remington 1858 New Army at Cycloid Assault Troopers guarding the entrance to an Allied Military Complex branch office.
Rusty reloads his Remington 1858 New Army after securing the entrance to the office building.

Mateba Autorevolver

A gold-plated Mateba Model 6 Unica revolver appears as the "Gold Magnum" and is a special Slot 2 weapon for Geoffrey. It is incorrectly depicted as a fully automatic weapon, with a bottomless magazine and the ability to fire 3 rounds in a single shotgun-like blast as its alt-fire. Regardless, it possesses the same attribute as other gold-plated weapons, that being the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

Mateba Model 6 Unica, 6" barrel - .357 Magnum
The gold-plated Mateba Model 6 Unica revolver in the loadout screen.
Geoffrey tests out his gold-plated Mateba Model 6 Unica at the AMC Base's firing range.
Geoffrey fires his gold-plated Mateba Model 6 Unica at an oncoming Gorilla trooper.

Shotguns

Armsel Protecta

The Armsel Protecta appears just the "Protecta" and is James' default Slot 3 weapon. It boasts a large magazine of 12 shells, decent accuracy, high fire rate, and good damage. However, it is hampered by a slow reloading process where James must load each shell in one at a time (unless the player has equipped the shotgun loading belt, which speeds up the process). The shotgun can also accept alternate ammo types, such as explosive shells. The weapon has only 1 upgrade, which is only available after the player has completed the "Oil Rig" mission; it is a magazine upgrade, which increases the magazine size to 16 shells.

Armsel Protecta with 12" barrel - 12 gauge
The Protecta on the loadout screen.
James holds his Protecta as he stands in front of another Protecta.
James kills an Assault Trooper with his Protecta, careful not to damage any of the books on the shelves.
James reloads his Protecta while behind cover.

Pancor Jackhammer

The Pancor Jackhammer appears as just the "Jackhammer" and is a special Slot 3 weapon for James. It is a powerful shotgun, with a 10-shell cassette and a high rate of fire, but suffers from heavy recoil. The Jackhammer cannot accept alternate shotgun ammo types due to its cassette-fed design. To unlock this weapon, the player must complete Episode 4 of the AMC TC's prequel mod, Imagination World 2, and get the good ending, then copy the "iw_complete.amctc" file over to the AMC TC's data folder.

Pancor Jackhammer - 12 gauge
The Jackhammer in the loadout screen.
James wields his Jackhammer as he is about to grab another one from a weapon case.
James fights an Assault Enforcer in the Earth Defense Force offices with his Jackhammer.
Meanwhile, James reloads his Jackhammer as he ascends to the next level of an Imperial-controlled building in Russia.

Browning Auto-5

The Browning Auto-5 appears as the "Auto 5" and is a special Slot 3 weapon for James. It has a smaller magazine size of 5 shells and a slightly slower rate of fire; however, it boasts the highest accuracy of all of James' shotguns, and can accept alternate shotgun ammo types. The alt-fire even has James aim down the sights of the shotgun. It is found in the mission "Welcome to Millhaven," in a building near the lake in the upper area of the town.

Browning Auto-5 with 23" barrel - 12 gauge
The Browning Auto-5 in the loadout screen.
James wields his Browning Auto-5 as he stands over a few dead Triads members in a dojo in Chinatown.
James loads his Auto-5 as he prepares to engage more Triad forces outside the dojo.
James engages Guardians in an alley with his Auto-5.
James aims down the Auto-5's sights as he checks for any Triads or Shadow Realm forces in the area.
An Auto-5 on the ground.

Kel-Tec KSG Tactical

A Kel-Tec KSG Tactical appears as the "KSG-12" and is a special Slot 3 weapon for James. Its twin side-by-side tube magazines are actually functional here, with separate ammo counters for each tube magazine, allowing the player to load different ammo types into the shotgun. In addition to this, the shotgun boasts good accuracy and damage, making it a formidable weapon to use. The KSG Tactical is found in the mission "Island Facility," in a room with heavy machinery and crates; the weapon is locked in a briefcase in a small area surrounded by various tools.

Kel-Tec KSG Tactical - 12 gauge
The Kel-Tec KSG Tactical in the loadout screen.
James tests out his Kel-Tec KSG Tactical in the AMC Base's firing range.
James loads his KSG Tactical while staying alert for enemy forces on Xuglop.
James pumps his shotgun, ready to continue his one-man assault on the mercenary-controlled complex.
James engages with a Terminator endoskeleton in a vehicle bay.

Heckler & Koch CAWS

A gold-plated Heckler & Koch CAWS appears as the "Gold HK CAWS" and is a special Slot 3 weapon for James. It is chambered in specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts a high rate of fire, good damage, and good accuracy; however, it cannot accept alternate shotgun ammo types. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper.

Heckler & Koch CAWS - 12 gauge
The gold-plated Heckler & Koch CAWS in the loadout screen.
James wields his gold-plated Heckler & Koch CAWS as he stands over the decapitated corpse of a Cycloid Assault Enforcer.
James fights off Assault Troopers trying to avenge their fallen comrades with his CAWS.
James reloads his CAWS after fending off the vengeful Assault Troopers.

Remington 870 MCS

The Remington 870 MCS appears as the "R870" and is Highwire's default Slot 3 weapon. It is the most balance of all of Highwire's Slot 3 weapons, with good damage, good accuracy, and the ability to accept alternate ammo types. However, it is hampered by a small magazine size of 5 shells (plus 1 in the chamber) and a slow rate of fire. It only has one upgrade, which increases the magazine size to 7+1 shells.

Remington 870 MCS - 12 gauge
The Remington 870 MCS in the loadout screen.
Highwire wields his Remington 870 MCS as a Pig Cop ambushes him in the back of a food truck.
Highwire reloads his Remington 870 MCS while prowling through a rundown motel.
Highwire duels against a Cycloid Battlelord with his Remington 870 MCS.

Saiga-12

A Saiga-12K with a flat dark earth finish, EOTech sight, and Magpul AFG foregrip appears as the "Saiga-12" and is a special Slot 3 weapon for Highwire. This shotgun has a high rate of fire, decent accuracy, and good damage, but can only accept 8-round magazines, which makes it unable to use alternate shotgun ammo types; to compensate, the shotgun has a very fast reload speed of 1 second. Overall, it is useful for either crowd control or eliminating heftier targets. It is unlocked by purchasing it from the Shopkeeper after the player has rescued Matvei from the bunker in the mission "The Revolution."

Oddly enough, the pickup voxel for Rusty Nails' "AutoM Shotgun" is a Saiga-12 mated to a Center Balanced Systems Spike X1S AK Chassis, equipped with an extended magazine and an EOTech sight. Picking it up switches it to an SRSS BullDog 762, however. This is most likely an oversight on the dev team's part, when they were switching the sprites to original assets.

Saiga-12K - 12 gauge
The Saiga-12K on the loadout screen.
Highwire loads his Saiga-12K as he leads a strike force through the streets of the Imperial Union's capital city.
Highwire engages Imperial forces with his Saiga-12K.
CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.
Rusty stares at a Saiga-12K in a CBRPS Spike X1S AK Chassis on the ground. Picking this up turns it into an SRSS BullDog 762, however.

Chiappa Triple Threat

A gold-plated Chiappa Triple Threat appears as the "Gold Triple Threat" and is a special Slot 3 weapon for Highwire. It fires specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts high damage, decent accuracy, and a fast reload time, but it can only hold 3 shells. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for an astounding 150K base budget.

Chiappa Triple Threat - 12 gauge
The gold-plated Chiappa Triple Threat on the loadout screen.
Highwire clears out an Earth Defense Force outpost of Cycloid forces with his gold-plated Chiappa Triple Threat.
Highwire reloads his Chiappa Triple Threat as he prepares to enter a flooded room.

Double-Barreled Over-Under Shotgun

A double-barreled side-by-side shotgun resembling a Beretta 682 appears as the "Over-Under Shotgun" and is a special Slot 3 weapon for Rusty Nails. It boasts good damage, decent accuracy, and a fast reload speed, but can only load 2 shells at a time. It can also accept alternate shotgun ammo types, which gives this weapon more versatility compared to his default semi-automatic shotgun. It is unlocked by purchasing it from the Shopkeeper.

Beretta Model 682 - 12 gauge
The "Over-Under" in the loadout screen.
Rusty wields his double-barreled over-under shotgun while glancing at another one hidden in a hedge maze.
Rusty equips his double-barreled over-under shotgun as satyrs ambush him in the Millhaven daycare's playground.
Rusty fights off the satyrs from the rooftop of the daycare's staff office with his double-barreled over-under shotgun.
Rusty reloads his double-barreled over-under shotgun after fending off a satyr ambush in the garage of the staff office.

Modified Lever-Action Shotgun

A custom-made gold-plated lever-action shotgun somewhat resembling a Marlin Model 1894 appears as the "Gold Lever-Action" and is a special Slot 3 weapon for Rusty Nails. Like the other gold-plated shotguns, it fires specially-made "gold standard" shells that damage all enemy types. It does not need to be reloaded, boasts a decent fire rate and good accuracy, but it deals moderate damage. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for 150K base budget.

Modern Marlin Model 1894 - .44 Magnum
The "Gold Lever-Action" on the loadout screen.
Rusty wields his gold lever-action shotgun as he investigates another floor of the hidden dojo.
Rusty kills a Triad enforcer with his gold lever-action shotgun.

AA-12

The AA-12 appears as Bombshell's default Slot 3 weapon. It is depicted with an unusable laser-aiming module and flashlight attachment. The AA-12 boasts a very high fire rate, good damage, and decent accuracy; however, because of its fire rate, the AA-12 burns through ammo very quickly. Currently, it is only available in the mission "Shellshocked", on the bar in the starting area.

MPS Auto Assault-12 - 12 gauge
Bombshell glances at the AA-12 sitting on the bar counter like a trophy.
Bombshell fires the AA-12 at invading Cycloid forces while taking cover behind the bar.
Bombshell reloads her AA-12 after fending off the Cycloid assault.
Bombshell wields her AA-12 as she stares at Cycloid troop transports hovering in the sky.

Submachine Guns

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 appears as the "HK MP7" and is the default Slot 4 weapon for James. It fires armor-piercing rounds, which allows it to damage enemy body armor, and is equipped with a laser aiming module. It boasts a high rate of fire, good damage, and decent accuracy. The MP7A1 can be upgraded with an extended magazine (increasing its size from an incorrect 30 rounds to 40 rounds) and a suppressor, which turns the MP7 into a viable weapon for stealth operations.

Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm
The Heckler & Koch MP7A1 on the loadout screen.
James wields his Heckler & Koch MP7A1 alongside a riot shield as he engages a pair of mercenaries in light powersuits.
James wields his now-suppressed MP7A1 as he clears out a Cycloid-infested passenger jet.
James fights against an Assault Enforcer with his suppressed MP7A1 as an Assault Trooper looks on in shock.

Heckler & Koch MP5SD5

The Heckler & Koch MP5SD5 appears as the "MP5-SD" and is a special Slot 4 weapon for James. Its integral suppressor makes it a viable choice for stealth operations; however, it does not fire armor-piercing rounds, instead it fires subsonic rounds. It is equipped with EOTech sight and an M203 grenade launcher, which allows it to accept alternate 40mm cased grenade ammunition. The MP5SD5 is unlocked by purchasing it from the Shopkeeper for 20K base budget.

Heckler & Koch MP5SD5 - 9x19mm
The Heckler & Koch MP5SD5 on the loadout screen.
James wields his Heckler & Koch MP5SD5 as he stares at an MP5A3 with an M203PI in front of him. This was a voxel asset that was retained from older versions of the mod.
James fights a Pig Cop with his MP5SD5.
James aims down the EOTech sight as he executes a Pig Cop in a restroom.
James reloads his MP5SD5. The bolt never moves back or forth during the reload animation.
James primes the M203 grenade launcher on his MP5SD5 as he prepares to sneak around a corner.
One 40mm grenade later, and James reloads the M203 amid the bits and pieces of dead Cycloid soldiers.

"PP-19E Bizon"

A submachine gun resembling a futuristic PP-19 Bizon-2 appears as the "PP-19E Bizon" and is a special Slot 4 weapon for James. It is described as an advanced submachine gun that fires armor-piercing lasers, and possesses an alt-fire that fires a powerful beam capable of melting heavy armor. It possesses a high fire rate, decent damage & accuracy, and a large battery size of 64 shots. It is unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
The ""PP-19E Bizon" on the loadout screen.
James finds the "PP-19E Bizon" tucked away in a corner outside a motel in Germany.
Earlier, James peruses a now-secured warehouse next to a turnpike with his "PP-19E".
James fights off a Pig Cop with his "PP-19E".
James reloads his "PP-19E" after securing what appears to be a sewage treatment plant within the warehouse.

Heckler & Koch UMP45

The Heckler & Koch UMP45 appears as simply the "UMP45" and is a special Slot 4 weapon for James. It possesses a decent rate of fire, good accuracy and damage, but is hampered by heavy recoil. The UMP45 can accept silver bullets, which grants it the ability to damage supernatural enemies. This weapon is unlocked in the second level of the mission "Far Mountain Reaches," in a gated-off section of a tunnel near the end of the level.

Heckler & Koch UMP45 - .45 ACP
The Heckler & Koch UMP45 on the loadout screen.
James reloads his UMP45 after securing a subway station in Chinatown.
James engages a Guardian with his UMP45.

Heckler & Koch MP5K

The Heckler & Koch MP5K appears as just the "MP5K" and is a special Slot 2 weapon for Zaxtor Znort. It possesses a high rate of fire and decent accuracy, but is set back by its 30-round magazine and weak damage output. However, compared to Zaxtor's other Slot 2 weapons, the MP5K can hold much more ammunition in reserve, which makes it a decent alternative for handling large crowds of weak enemies. It is unlocked in the village portion of the Sanctuary level in the mission "Gaza Pyramids," in a building holding 3 trapped scientists and a briefcase holding the weapon.

Heckler & Koch MP5K with Navy trigger group - 9x19mm
The Heckler & Koch MP5K in the loadout screen.
Zaxtor engages a Cycloid Assault Trooper with his Heckler & Koch MP5K.
Zaxtor reloads his MP5K after defeating another Assault Trooper.

PP-2000

The PP-2000 appears as a special Slot 2 weapon for Highwire. It possesses a high rate of fire, but is marred by its paltry 20-round magazine and weak damage output. It is unlocked by purchasing it from the Shopkeeper for 15K base budget after the player has rescued Matvei in the mission "The Revolution."

PP-2000 - 9x19mm
The PP-2000 on the loadout screen.
Highwire equips his PP-2000 as he sets foot on an offshore oil rig.
Highwire attacks a Guardian guarding the offices of the oil rig with his PP-2000.
Highwire reloads his PP-2000 after defeating the Guardian.

CZ vz. 61 E

A gold-plated CZ vz. 61 E variant appears as the "Gold Skorpion" and is a special Slot 2 weapon for Highwire. It possesses a high rate of fire and the capability to damage all enemy types, but weak damage output and a small 20-round magazine; in essence, the Skorpion is a reskin of the PP-2000 with the "gold standard" rounds of all the other gold weapons included. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper for 75K base budget.

CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP
The gold-plated CZ Vz. 61 E on the loadout screen.
Highwire fires his gold-plated CZ Vz. 61 E at an Assault Trooper outside of an Earth Defense Force outpost.
Highwire reloads his CZ Vz. 61 E after securing the front entrance of the EDF outpost.

Uzi

A full-sized Uzi appears as the default Slot 4 weapon for Sang. It possesses a high rate of fire, an incorrect 30 rounds in a 32-round magazine, and low damage, but the rounds can penetrate enemy body armor. The Uzi can be upgraded with an accuracy mod, an extended magazine (increasing its size to 60 rounds in a 40-round magazine), and a suppressor. For some weird reason, Sang holds the single Uzi sideways "gangsta style," but when dual-wielding this weapon, he holds both Uzis upright.

IMI Uzi with buttstock collapsed - 9x19mm
The Uzi on the loadout screen.
Sang holds his Uzi as he stares at another Uzi and 3 boxes of ammunition in a storage closet.
Sang holds his Uzi as he observes a map of the United States of America in a cultist hideout.
Sang reloads his Uzi after a brief fight with some cultists.
Sang dual wields two Uzis after a firefight against a pair of cultists.
Sang reloads his dual Uzis as he prepares to march forward into the cave.
Sang holds a fully upgraded Uzi at the AMC Base's firing rage.

PPSh-41

A PPSh-41 with a 71-round drum magazine appears as a special Slot 4 weapon for Sang. It possesses a very high rate of fire, but low accuracy and damage, which makes this useful for only culling large crowds of weak enemies. It is unlocked by purchasing it from the Shopkeeper for 15K base budget after the player has rescued Matvei in the mission "The Revolution."

PPSh-41 with 71 round drum - 7.62x25mm Tokarev
The PPSh-41 on the loadout screen.
Sang wields his PPSh-41 as he stares at another PPSh-41 sitting on a crate.
Sang clears out an Earth Defense Force branch office of Cycloids with his PPSh-41.
Sang reloads his PPSh-41 after securing the reception area of the building.

SR-2M Veresk

An SR-2M Veresk appears as simply the "SR-2M" and is a special Slot 4 weapon for Sang. It is described as being chambered for SP-10 rounds, a variant of the 9x21 Gyurza ammunition that has armor-piercing capability; this grants the weapon the ability to damage armored enemies. It possesses a high rate of fire and decent damage, but has low accuracy unless the player uses the red dot sight. The SR-2M Veresk can be unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."

SR-2M - 9x21mm Gyurza
The SR-2M Veresk on the loadout screen.
Sang fights off a Cycloid security force with his SR-2M Veresk.
Sang reloads his SR-2M Veresk after securing the observation deck of a Cycloid chemical plant.
Sang aims through the mounted optic of his SR-2M after seeing something lurking in the darkness.

Mini Uzi

A Mini Uzi appears under the incorrect "Micro-Uzi" moniker and is a special Slot 2 weapon for Rusty Nails. It is the complete opposite of his revolvers in that it possesses a high rate of fire and a 25-round magazine, but it has weak damage output. This weapon can be used as a suitable backup weapon for his Slot 4 weapons. The Mini Uzi is unlocked by finding it in a secret area in the mission "Welcome to Millhaven."

IMI Mini Uzi - 9x19mm
An actual IMI Micro Uzi - 9x19mm
The Mini Uzi on the loadout screen.
Rusty holds his Mini Uzi as he secures the officer's quarters of an Earth Defense Force base.
Rusty shoots down an Assault Trooper with his Mini Uzi as he infiltrates the EDF base.
Rusty reloads his Mini Uzi as he prepares to scale down a cliff.

M1928 Thompson

An M1928 Thompson submachine gun appears as the "Tommy Gun" and is a Slot 0 temporary weapon. It is incorrectly depicted with a bottomless magazine, which allows it to fire continuously without the need to reload. It possesses a high rate of fire and the ability to accept silver bullets, which makes it ideal for both crowd control and damaging supernatural enemies. The weapon can be unlocked in the mission "Welcome to Millhaven," in the police station; it can be subsequently found in the mission "For Providence" as well as a rare drop from black-robed cultists.

M1928 Thompson with 50-round drum magazine - .45 ACP
The M1928 Thompson on the loadout screen.
Rusty wields the M1928 Thompson as he makes his way through the outskirts of Millhaven.
Rusty glances at the M1928 Thompson on a desk as he peruses the ruined police station for extra firepower.
Rusty fights off a cultist ambush with his M1928 Thompson.
Rusty loads his M1928 Thompson with silver bullets (indicated by the silver drum magazine) as he fights off sorcerers in a hellish pocket dimension.

MAC-10

The MAC-10 submachine gun appears as a Slot 0 temporary weapon. It is depicted only in pairs and incorrectly with bottomless magazines, which allows them to fire continuously without the need to reload. Despite its description stating that it fires .45 ACP rounds, the MAC-10s will not accept silver bullets, which makes them incapable of damaging supernatural targets. The MAC-10s have decent damage, accuracy and fire rate, but lack armor-piercing capability. The MAC-10s are first found in the mission "Big Trouble in China," on the roof of a subway train; they can also be dropped by dead Triad members.

MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP
The MAC-10 on the loadout screen.
Rusty dual-wields the MAC-10s as he prepares to jump down to the lower floor of the hidden dojo.
Elsewhere, Rusty clears out a meeting room of Cycloid Assault Troopers with his dual MAC-10s.

FN P90 TR

The FN P90 TR appears as just the "FN P90" and is a temporary weapon. It is the standard issue weapon of rank-and-file AMC agents, and is capable of piercing enemy body armor. It has a 50-round magazine, a Sightmark Sure Shot reflex sight, a fast rate of fire, and decent damage & accuracy. The P90 TR is dropped by AMC agents on death, making this a common weapon.

FN P90 TR with optics removed - FN 5.7x28mm
The FN P90 TR on the loadout screen.
James wields his P90 TR as he investigates a turnpike in Germany.
James engages some Cycloids in the warehouse next to the turnpike with his P90 TR.
James reloads his P90 TR as he looks at a wanted poster of Serious Sam.

Assault Rifles/Battle Rifles

Heckler & Koch XM8

The Heckler & Koch XM8 carbine appears in two forms, one as the "XM8 Laser Rifle" and one as the "AP-AR".

Heckler & Koch XM8 with Insight ISM-V sight - 5.56x45mm NATO

"XM8 Laser Rifle"

The "XM8 Laser Rifle" is James' default Slot 7 weapon. As its name states, it fires powerful laser beams that penetrate flesh, but the beams falter against enemy armor. However, it can load armor-piercing slugs as its alternate ammunition, which grants it the ability to penetrate enemy armor. It comes equipped with a laser aiming module and an ammo counter in place of the sight.

The "XM8 Laser Rifle" on the loadout screen.
James wields his "XM8 Laser Rifle" as he sneaks through a corridor of the mercenary complex on Xuglop.
James fights off Pitfiends outside of the complex with his "XM8 Laser Rifle".

"AP-AR"

The "AP-AR" (short for "Armour-Piercing Assault Rifle") is Micky Crisp's default Slot 4 weapon. As its name states, it fires armor-piercing rounds that penetrate both enemy body armor and heavy armor. It boasts a fast rate of fire and decent accuracy, but deals moderate damage. It comes equipped with a reflex sight and M203 grenade launcher, so the player can zoom in for more accurate shots (at the cost of fire rate) and fire 40mm cased grenades, respectively. It has two upgrades: an accuracy upgrade and a drum magazine upgrade (increasing its size to 80 rounds).

Micky wields his "AP-AR" as he figures out how to restart the power for a large teleporter.
Micky fights off a Cycloid assault force with his "AP-AR" as he initiates the power-up sequence for the teleporter.
Micky takes cover and reloads his "AP-AR".
Micky reloads his fully upgraded "AP-AR" after testing the weapon out at the AMC Base's firing range.

Steyr AUG A1

A Steyr AUG A1 appears as the "Steyr AUG" and is James' default Slot 8 weapon. It comes equipped with a 30-round magazine and has a usable integrated scope, which allows the weapon to be used as a quick sniping option should the player not have a sniper rifle on hand. It has decent accuracy & damage, a high fire rate, and armor-piercing capability, but burns through ammo if hip-fired. Available upgrades for this weapon are an extended magazine (which increases the weapon's magazine size to 100 rounds) and an improved foregrip, which mitigates the accuracy penalty when firing from the hip. A good all-rounder weapon to use.

Steyr AUG A1 - Austrian Army Version - 5.56x45mm
The Steyr AUG A1 on the loadout screen.
James opens fire on a Cycloid assault captain with his Steyr AUG A1.
James reloads his Steyr AUG A1 after securing a hotel's swimming pool and bar.
James aims down the scope of his Steyr AUG A1 at a distant Cycloid assault trooper.

M4A1 Carbine

The M4A1 Carbine appears in the game in 5 different forms: one as the incorrectly-named "M16", one as the "American M4", one under its real name, one as the "M4-15", and one as the "Auto Rifle".

Colt M4A1 with 6 position collapsible stock - 5.56x45mm

"M16"

The "M16" is a temporary weapon, and can incorrectly fit 40 rounds in a 30-round magazine and is equipped with an M203 40mm grenade launcher. It is acquired early on via either the Basic Training course in the weapons training room, or in the Megabase mission in a storage room on a crate. It is also dropped by EDF soldiers & EAF troopers, making it a common temporary weapon to use. It is a decent all-around weapon, with decent damage, armor-piercing rounds and the ability to equip alternate 40mm grenade ammo.

The "M16" on the loadout screen.
James stares at an "M16" (actually an M4A1) laying next to a dead EAF trooper in the Megabase.
James wields his nearly-empty "M16" as he watches a pair of health-restoring amulets hover above a countertop.
James fires his "M16" at a light powersuit guarding a door in a mercenary-guarded outpost on Xuglop.
James reloads his "M16" after clearing out a control room of mercenaries.

"American M4"

The "American M4" is the default Slot 4 weapon of Bombshell, and is basically the "M16" temporary weapon with an American flag wrapped around the carry handle, in reference to the M16A1 from the early builds of Duke Nukem Forever. It has the same stats as the "M16".

Bombshell finds her signature "American M4" tucked in a storage room behind the bar. Note the American flag wrap on the carry handle.
Bombshell reloads her "American M4" in the relative safety of the storage room as she prepares to face off against a Cycloid assault force outside.
Bombshell engages the Cycloid assault force with her "American M4".
Bombshell prepares her rifle's M203 grenade launcher as the Cycloids converge on her position.
Bombshell reloads the M203 after pushing back the Cycloid force from her position.

Colt M4A1

The M4A1 Carbine is James' default Slot 0 weapon, and comes equipped with an underbarrel Knight's Armament Masterkey shotgun (incorrectly referred to as a Mossberg 500). Unlike the "M16" and Bombshell's "American M4", it correctly holds 30 rounds. The Masterkey can accept alternate shotgun ammunition, such as "magnum buck" shells that deal more damage & "flechette" shells that pierce enemy armor. The weapon can be upgraded with a 100-round drum magazine and, if the player has completed the Oil Rig mission, a semi-auto mode for the Masterkey, allowing for constant fire with less time spent on reloading the weapon.

James reloads his M4A1 as he patrols the abandoned rural community of Providence, Rhode Island.
James then loads explosive shells into the Masterkey as he prepares to dive into a frozen lake.
James duels a cultist with his M4A1 while performing a sweep in the town's church.
James reloads his upgraded M4A1 while at the AMC Base's firing range.

"M4-15"

The "M4-15" is a special Slot 8 weapon for James. It is a customized M4A1 carbine chambered for .300 AAC Blackout rounds and is outfitted with a suppressor, laser-aiming module, and red dot sight. It features a steady rate of fire, good damage and accuracy, and great armor-piercing capability, making it very handy for stealth operations. It is found in a secret area in the mission "Big Trouble in China," behind a gate.

James readies his "M4-15" as he prepares to sneak around a corner in an excavation facility on Xuglop.
James aims down the "M4-15's" red dot sight as he searches for mercenaries guarding the facility.
James silently takes down a mercenary down a hallway with his "M4-15."
James reloads his "M4-15" after making short work of a few mercenaries.

"Auto Rifle"

The "Auto Rifle" is Zaxtor Znort's default Slot 2 weapon. It incorrectly holds 50 rounds in a 30-round magazine, can penetrate enemy body armor, possesses decent accuracy & damage, and a high rate of fire. It can be modified to accept a custom grenade launcher that uses Zaxtor's pipebombs as ammunition, a mod that increases damage, and a mod that improves accuracy, turning a decent weapon into a powerful all-rounder that can go up against most enemy types. Strangely enough, Zaxtor holds and fires this weapon one-handed, most likely as a result of his Fossa heritage.

Zaxtor holds his Auto Rifle as he prepares to leave his transport craft.
Zaxtor engages two Cycloid assault captains with his Auto Rifle.
Zaxtor reloads his Auto Rifle as he makes his way through a Cycloid train depot in Colombia.
Zaxtor wields his fully-upgraded Auto Rifle in the AMC Base's firing range.

Z-M LR300ML

The Z-M LR-300ML appears as the "LR-300" and is a special Slot 8 weapon for James. It comes equipped with an M203 40mm grenade launcher, red dot sight, laser-aiming module, and 60-round quad-stacked magazines. It possesses a high rate of fire, good accuracy and damage, and armor-piercing capability, which makes this a good weapon for going up against virtually every enemy type in the game. It is unlocked by purchasing it from the Shopkeeper. James' sprites depict him wielding this weapon, which possibly makes it his weapon of choice.

Z-M Weapons LR-300ML with M203PI grenade launcher - 5.56x45mm and 40x46mm
The LR-300ML on the loadout screen. Note that the player can customize the color of the handguard and laser-aiming module.
James fires his LR-300ML at cultists in an excavated tomb underneath Providence.
James reloads his LR-300ML while patrolling the tomb's halls for any cultists.
James wielding his LR-300ML as he checks himself out in the garage's dressing room mirror.

Heckler & Koch G36K

The Heckler & Koch G36K appears in 2 different forms, one as the "G36" and one as the "Gold Autorifle".

Heckler & Koch G36KV with export optical sight - 5.56x45mm

"G36"

The "G36" is a special Slot 8 weapon for James. It is chambered for hollow-point rounds, and incorrectly mounts an M203 grenade launcher. It deals heavy damage toward unarmored targets, but falters against enemy body armor, which necessitates headshots or grenades. The red dot sight can be used to attack distant targets. The G36 can be found in a secret area in the underwater portion of the Catacombs level in the mission "Gaza Pyramids."

The G36K on the loadout screen.
James trains his G36K as he checks around the corner of a subway station for any Triad enforcers.
James reloads his G36K after defeating a Shadow Realm demon.
James reloads his G36K's M203 while fighting off Shadow Realm demons outside a sushi restaurant.

"Gold Autorifle"

The "Gold Autorifle" is a special Slot 2 weapon for Zaxtor Znort. It fires gold bullets from a bottomless magazine that damages all enemy types, including supernatural enemies. It possesses decent accuracy, a fast fire rate, and manageable recoil; however, it is weaker than the default Auto Rifle and lacks an underbarrel grenade launcher, though the player can use the red dot sight to attack distant targets. The weapon is unlocked by completing all of Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

The Gold Autorifle on the loadout screen.
Zaxtor patrols a construction site with his gold G36K.
Zaxtor fires his gold G36K at a Cycloid assault force occupying the construction site.

AN-94

The AN-94 is a special Slot 0 weapon for James. It is equipped with a GP-30 grenade launcher and Kobra red dot sight. The AN-94 has a unique function when aiming down the sight, where the rifle switches to a 2-round burst fire mode, which makes this useful for sniping distant targets. The rifle possesses good damage, accuracy, and rate of fire, plus virtually nonexistent recoil; this makes the weapon a good all-rounder for fighting enemies. The AN-94 is unlocked by purchasing it from the Shopkeeper for 25k base budget, provided the player has rescued Matvei from the bunker in the mission "The Revolution."

AN-94 with a GP-34 grenade launcher - 5.45x39mm
The AN-94 on the loadout screen.
James trains his AN-94 down a suspiciously empty hallway.
James fires his AN-94 at a Guardian, in a classic example of "don't bring a sword to a gunfight."
James reloads his AN-94 after fending off a Guardian ambush in the hallway.
James reloads the GP-30 grenade launcher under his AN-94 as he taunts some more Guardians out on a street.

Silver Shadow Gilboa Snake

The Silver Shadow Gilboa Snake appears as the "Gilboa AR" and is a special Slot 0 weapon for James. It comes with an attached EOTech sight and M203 grenade launcher. The Gilboa Snake features excellent armor-piercing capability, able to penetrate even heavy armor, and the grenade launcher is able to accept alternate ammo types. It possesses good damage & accuracy and a decent rate of fire, but it also has heavy recoil and fires 2 rounds per shot, due to its unique double-barreled design. The Gilboa Snake is unlocked by purchasing it from the gun store in Garmid for an astounding 150k base budget; however, if the player trades a rare item to the store owner, the gun will be discounted to 45k base budget.

Gilboa Snake - 5.56x45mm
The Gilboa Snake on the loadout screen.


Cut Weapons

Beretta Px4 Storm

Prior to the 10th Anniversary update, Micky Crisp's default Slot 2 weapon was a modified Beretta Px4 Storm and appeared as the "Metal Storm Pistol". The pistol boasted a decent rate of fire and accuracy, along with decent armor-piercing capability and the ability to fire its entire magazine in one shot. Upgrades for it were an armor-piercing mod (which used to allow it to pierce heavy armor; also turns the pistol into a long-slide Inox model) and an accuracy mod.

Beretta Px4 Storm - 9x19mm
The "Metal Storm Pistol" in the loadout screen.
Micky holds his Metal Storm pistol as he infiltrates an Earth Attack Force base in Spain.
Micky loads his Metal Storm pistol as he discovers that the base appears to be attacked by an unknown force.
Micky fends off a satyr with his Metal Storm pistol.
Beretta PX4 Storm Inox - .40 S&W
Micky reloads his upgraded Metal Storm pistol after firing a couple shots at a target in the AMC headquarters' firing range.

MP-412 REX

The MP-412 REX appears as simply the "Revolver" and serves as the default Slot 2 weapon for Rusty Nails. It possesses good damage, accuracy and rate of fire, and has an alt-fire where Rusty fans the hammer for increased fire rate. It also possesses the shortest reload time of only 1 second, allegedly due to Rusty being so familiar with revolvers that he can reload them by simply flicking them open and shutting it quickly, the rounds magically appearing just as he flicks it shut. These attributes make this weapon very powerful to use, especially against single targets. The MP-412 REX has only one upgrade, which is an accuracy upgrade which makes the gun suitable for hunting distant targets.

In addition, a gold-plated version of the MP-412 REX appears as the "Gold Revolver" and is a special Slot 2 weapon also for Rusty Nails. Statistically, it possesses the same attributes as the regular Revolver, with the addition of the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

MP-412 REX - .357 Magnum
The MP-412 REX in the loadout screen.
Rusty dual wields his MP-412 REX Revolvers as he overlooks the ghost town of Millhaven, Texas.
Rusty loads his MP-412 REXs as he sets foot into the ghost town.
Rusty later fights off a group of cultists who ransacked the town with his dual MP-412 REXs.
Rusty fights off a cultist guarding the town's church with his MP-412 REX.
Rusty investigates the barracks overlooking the town's firing range with his MP-412 REX in hand. Note the Riot Gun from Shadow Warrior.
Rusty equips his gold-plated MP-412 REX as he wanders to the entrance of a dojo hidden in a forest in Japan.
Rusty fights off ninjas guarding the dojo with his gold MP-412 REX.
Rusty reloads his gold MP-412 REX after defeating the ninjas.
Rusty brings out his dual gold-plated MP-412 REXs as more ninjas spawn in the dojo.
Rusty reloads his dual gold MP-412 REXs after being certain that no more ninjas will spawn in to the room.

PP-19 Bizon-2

The PP-19 Bizon-2 appears as the "PP-19" and is a special Slot 4 weapon for James. It is described as firing 57-N-181SM rounds, a variant of the 9x18mm Makarov 57-N-181S round; these rounds are depicted as armor-piercing rounds, which grant the Bizon-2 the ability to damage armored enemies. It possesses a high rate of fire, decent damage and accuracy, and a large magazine size of 64 rounds. It is unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
The PP-19 Bizon-2 on the loadout screen.
The PP-19 Bizon-2 sitting on a meeting room table.
James wields his PP-19 Bizon-2 as he secures some office cubicles.
James kills an Assault Enforcer with his PP-19 Bizon-2.
James reloads his PP-19 Bizon-2 after securing another meeting room.


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