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From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Release Date: 22 Jan 2014
Developer: New World Interactive
Publisher: New World Interactive
Platforms: PC
Genre: First-Person Shooter

Insurgency is the standalone sequel of the Half-Life 2 Mod Insurgency: Modern Infantry Combat. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices.

In January 27, 2016, a mod for the game titled Day of Infamy was released. The mod takes the game away from the modern setting back into World War II. Currently, the expansion allows the player to play as the American, Commonwealth, and German armies. Day of Infamy became a standalone title on March 23, 2017.

A direct sequel, titled Insurgency: Sandstorm, was released in 2018.

The following weapons appear in the video game Insurgency:

Weapons used by both Teams

Smith & Wesson Model 10

The Smith & Wesson Model 10 is normally available to just the Insurgents, but is available to the Security in certain co-op modes. It can be loaded with a speedloader or simply putting one bullet at time. It costs 0 supply points, along with the Makarov PM. A decent sidearm for low to no armor enemies, the Model 10's critical flaw is the weakness of AP ammo requiring double and triple taps to drop heavy troops.

Smith & Wesson Model M&P Revolver with 5" Barrel - .38 Special
The S&W Model 10 in the customization menu.
An insurgent holds his Model 10 while observing the advertisement on the wall, and no it isn't modded to include the sunglasses.
Aiming the S&W Model 10 reveals the iconic fixed sights of legend.
Reloading the S&W Model 10, inserting one bullet at time. It is recommended you shill for the speedloaders if you want to use the Model 10 more than once.

Makarov PM

The Makarov PM is used by the Insurgents by default, though either team can use it. It can equip several accessories and holds 8+1 rounds. It costs 0 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor. The PM is an incredibly reliable sidearm, with fairly decent damage and night sights outweigh the 8-round magazine.

Makarov PM - 9x18mm
The Makarov on the loadout screen.
A Security operator enjoys the sky while he ignores the fact he was issued a Russian pistol.
While training, an operator shows off the PM's night sights. The PM is the only pistol in the game with night sights, outside of modded-in textures.
Reloading the Makarov, nothing much to talk about here.
The Makarov with a laser attachment, because why not?.

Weapons used by the Security

Beretta M9

The Beretta M9 is used exclusively by the Security, though it was previously available to both teams. It holds 15+1 rounds and can equip several accessories. It costs 1 supply point. The Security Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have exclusive access to a suppressor for it. The M9 is the PM's counterpart, with a larger magazine and similar damage that only loses out in the "lack of night sight" department.

Beretta M9 - 9x19mm. U.S. military-issue 92FS. Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS.
The Beretta M9 in the customization screen. We can presume the "87" is an armorer mark.
The operator and his M9 realize that they might be in the wrong warzone.
Not letting being stuck in vaguely-implied Somalia put him down, the operator reloads his M9.
The Beretta M9's iron sights, as normal as ever.
Unfortunately, if notoriously true to life, mounting a suppressor blocks the M9's ironsights.

The M9 is also the only handgun in the game to use a Insight M3X on a custom mount that attaches to the trigger guard, rather than the generic handgun weaponlight.

With updated animations, the player racks the slide on the first draw, M3X attached. The updated animations for all pistols except the Makarov are identical.
Ducking for cover, the operator shows us a reload from dry, giving us a better look at the M3X.
The M3X cuts through the night with rather impressive range for videogame flashlight standards.


The M45 is used exclusively by the Security team. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. Before December 19 update, it is simply retexture of the Insurgents M1911, but is now modeled correctly. While being the same as the Insurgent M1911, the M45 is a gun that rewards accuracy. While limited to standard mags outside of the extended magazine attachment, the almost guaranteed 1-shot kill with AP rounds and solid accuracy make the M1911 and M45 solid choices in sidearms.

M45 Pistol - .45 ACP
The M45 in the customization screen after the update.
An operator takes a break from operating operationally to enjoy the lovely sky with his M45.
Before out-operating other operators, the operator reloads his M45.
The M45 sight, almost exactly the same as the M1911.
The old version of the "M45". (Before December 19 update.)

Colt M16A4

The M16A4 is used by the Security. It holds 30+1 rounds can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. Previously, the M16A4 used a top rail with a folding rear sight, though as of the Nightfall update it has a carry handle instead when no optics are used. It can be used by the Rifleman, Sniper, Designated Marksman, Demolitions, and Specialist classes. One thing to note is the fire selector is incorrectly modeled with the safety on. The M16A4 is both one of the cheapest rifle choices, but also one of the best in the game. With no weird velocity downsides that the Mk 18 suffer from, plus the ability to be made into a budget DMR make it a solid choice for anyone who thinks full-auto is over rated.

M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.
The M16A4 in the customization screen
While his M16 is a bit too modern for this area, the operator will make do.
For putting up with his accidental re-location to the wrong warzone, he rewards the viewers at home a tactical reload.
The M16A4 iron sight, simplicity and usability in a lovely mix.

The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an M203 Grenade Launcher that can, depending on class, use smoke shells or HE shells.

Airsoft M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.
The M16A4 with the M203, as well as a set of indirect fire sights. Note that it is mounted to the 6 o-clock rails with big and visible RIS screws, an indication that it is modeled after an airsoft M203.
Security-man arrives at Buhriz, ready to demonstrate his underbarrel grenade launcher.
The M203 sight.
After exploding some dirt, Security-man reloads his M203.
As an additional note, the empty reload of the M16A4 and the M4A1 changes when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.
The M16A4 with M203 in an earlier version of the game, where it lacks an indirect fire sight.
Before liberating minds and organs, the operator does a tactical reload with his M203 bedecked A4.

Colt M4A1

The M4A1 is used by the Security and it can be equipped with several accessories. It holds 30+1 rounds. It costs 4 supply points. Its recoil and stats are a mid-point between the larger M16A4 and the shorter Mk 18. It can be used by the Rifleman, Recon, and Demolitions classes. The M4A1 is the same interim weapon as the AK-74, offering full-auto firepower without the weird velocity drop that the shorter Mk 18 and AKS-74U suffer from.

Colt M4A1 - 5.56x45mm NATO
The M4A1 in the customization screen. Note the older 4-position stock.
Again, another operator seems to have had some travel issues, so he takes his M4A1 on a sight-seeing tour.
Soon, he takes the rifle close while reloading and having a discussion over what they can buy from the gift shop.
Having decided on a few T-shirts and a "I heart Somalia" mug, the operator checks his sights and prepares to breach said gift shop.

The Demolition, Breacher, and Specialist classes in the game allows the M4A1 to be wielded with an M203 Grenade Launcher.

Airsoft M203 made by G&P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.
The M4A1 equipped with the M203 in the customization screen. The round used is the HE version, and is indicated by the yellow head; the smoke version has a blue head.
The security operator aims his M203 at the big blue sky(box).
Aiming the M203.
Ejecting the spent casing after letting the round fly.
The M4A1 in the customization screen with the M203, but without the M203 sights.
The M4A1 with the M203, without the M203 sights. Before sights were invented, aiming the underbarrel grenade launchers was essentially hipfiring with the weapon held at an angle.

Mk 18 Mod 0

The Mk 18 Mod 0 is used by the Security. It holds 30+1 rounds. It can be equipped with several accessories and costs 3 supply points. It has some tan parts, unlike the M16A4 and M4A1. It can be used by the Specialist and Recon classes. The Mk 18 is a curious rifle once you play around for a bit. While it is shorter and easier to maneuver around corners, it suffers from a lower velocity over the other 2 AR pattern rifles, meaning more double taps than are enjoyable.

Mk 18 Mod 0 - 5.56x45mm NATO
The Mk 18 in the Loadout screen. Fear not, the tactical Tan can be modded out.
A trainee operator listens to the trainer ramble on about guns while he waits for trigger time with his Mk 18.
Having listened to the trainer's rambling, the trainee checks the sights.
Trigger time completed, the trainee reloads and carries on his day.
The Mk 18 with a foregrip and holographic sight attached, for maximum operator.


The H&K MP5KA4 is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It holds 30+1 rounds and can use semi-auto, three-round burst, or automatic fire. It costs 2 supply points and always has its front grip. It can be used by the Specialist. The MP5KA4 is a fairly fun weapon for a character who desires to go fast and only fast, with lackluster damage and shaky stability payed back with high rate of fire and decent damage with AP rounds.

H&K MP5KA4 - 9x19mm
The MP5KA4 in the customization screen.
While on personal protection, the operator glances at the sky with his MP5.
His target is waltzing onto the stage, the operator knows where he is, and he tops off his KA4.
As his target slides into the limo, the operator checks his surrounding with the sights.
The old version of the "MP5K". Note the lack of the three-round burst marking.


The H&K UMP45 is used by the Security. It features a 2-round burst mode despite the weapon's textures not having a pictogram for it. It can equip several accessories and costs 2 supply points. It is shown with a front grip attached by default. The UMP is a fairly enjoyable SMG, with the low rate of fire and powerful .45 round making it a reliable weapon for popping skinnies, with no overall downsides besides the 25 round mags.

H&K UMP45 - .45 ACP
The UMP45 in the customizations screen.
The operator wanders around the compound, UMP in hand.
Trying to pass by the boring hours of guard duty, the operator draws a bead on the makeshift wall.
Reloading the UMP reveals that he actually loaded the magazine.

Mossberg 590

The Mossberg 590 is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point and can be used by the Breacher and Engineer classes. It holds 8+1 shells, and previously, when reloading from empty the gun is not pumped until the reload is done, though as of the October 2015 update, the reloads are performed correctly. The Mossberg is a fairly powerful weapon if one wants to roleplay as a cop who doesn't realize he is in a war, with reliable one-shot kills at close to medium range.

Mossberg 590 Tactical Shotgun with subdued finish and Ghost Ring Sights - 12 Gauge
The Mossberg 590 in the customization screen
Out on the beat, the operator deludes himself in 70's cop movie style fantasies with his very un-70's 590.
Hearing some creeps around the corner, the operator tops off the tube.
The Mossberg 590 Iron sights, simple and effective.

M249 SAW

The M249 is used by the Security. It holds 200 rounds and can be equipped with several accessories. It costs 4 supply points and has a bipod permanently attached and can only be used by the Support class. The counterpart to the RPK, the SAW prefers spreading bullets around from the bipod over the shoulder. While it has the 200 round drums and high rate of fire, firing from the shoulder is really hard to control.

FN M249 SAW - 5.56x45mm NATO
The M249 in the customization screen.
Having decided that training is not as violent enough, the trainee opts for the loudest option available outside of a rocket launcher.
Aiming the M249, fairly cramped but effective for what the SAW was intended for.
Reloading the M249 after ripping the back wall a new one.


The IMI Galil ARM/SAR is available for the Security team. In-game it is identified by the "Galil SAR" but the model still presents some feature of the Galil ARM. While it packs the SAR shorter barrel, the gun still has an ARM style stock to fit the bipod. The Galil is a fairly enjoyable gun with even more flexibility over the M16A4. Besides main rifle and close quarters carbine, mods can make the SAR into a makeshift light machine gun at a cost of controlability.

IMI Galil ARM with polymer handguard - 5.56x45mm NATO
IMI Galil SAR - 5.56x45mm NATO
The "Galil SAR" in the customization screen, note the drum mag option, which summons the RPK drum that magically works in the Galil despite the change in calibers.
While prepping for a raid, the operator admires his SAR rifle.
He checks the sights until...
he reloads, revealing the ARM hand guard and bipod slot.
While he was swindled out of an authentic SAR, the operator does enjoy the bipod and bottle opener.

Mk 14 Mod 1 Enhanced Battle Rifle

The Mk 14 Mod 1 EBR is used by the Security and is incorrectly named "M14 EBR" (a different M14-in-Sage-chassis variant that is semi-auto only). It can be equipped with several accessories and holds 20+1 rounds. It is one of two weapons capable of using the Mk. 4 Scope. Unlike several depictions of the EBR, it has a functional fire selector and can be used in automatic. Used only by the Sniper, Designated Marksman, and oddly the Support class. The Mk. 14 is a high power option over the Insurgent SKS, with more stopping power and accuracy at a cost of higher recoil and a pretty much useless full auto fire.

Mk 14 Mod 1 EBR - 7.62x51mm NATO
The Mk. 14 on the loadout screen. Note the custom stock.
The marksman wanders the camp, trying to figure out which angle is best to guard.
He checks the sights, accidently staring into the sun while doing so. Note the NWI trademark over the normal roll mark, something shared between Insurgency and Day of Infamy's M1 based rifles.
The Mk. 14 with a Mk.4 scope and a suppressor, for maximum tactical..


The L1A1 SLR is available for the Security team, as a counterpart to the Insurgents' FN FAL. It correctly shoots in semi-auto and can accept various accessories, plus, both FN FAL and L1A1 can accept the 30 round magazine by using the "extended magazine" accessory in the customization screen. The L1A1 is a reliable rifle for someone who is willing to sacrifice full-auto for the ability to make Rhodesia jokes at every opportunity.

L1A1 SLR - 7.62x51mm NATO. This is the later, typical version of the L1A1 which used black fiberglass furniture.
The L1A1 SLR on the loadout screen.
The operator totes around his L1A1, happy that NWI modeled it correctly rather than pasting the FAL model, limiting it to semi-auto and calling it a day..
Aiming the L1A1 SLR reveals a much more open sight in comparison to the FAL.

Ruger AC556

The Ruger AC556 is used by the Security. The model is still the default Mini 14 and has a 20+1 round magazine. It can equip several accessories. It costs 2 supply points and can be used by the Rifleman, Recon, and Designated Marksman classes. The Security counterpart to the M1 Carbine, the AC556 benefits from a selector switch, larger magazines and the ability to make A-Team jokes at every occasion.

Ruger AC556 - 5.56x45mm NATO
The Ruger AC556 in the customization screen.
An operator takes his day off to the range, training with his AC556.
Aiming down the Ruger AC556 sights, clean and efficent.
He tugs his bolt handle to release the bolt, even though it seems to have chambered without him.

M40A1 Sniper Rifle

The M40A1 is used by the Security. It is one of two weapons capable of using the Mk. 4 Scope and holds 5 rounds in its internal magazine. Used by the Sniper and Designated Marksman classes. Uniquely, when the last round is fired the player character does not operate the bolt, a sign to reload for the attentive. The M40A1 is a fairly normal sniper rifle, good at range, bad in close quarters and hilarious if shoved into situations that it was not programmed for.

M40A1 - 7.62x51mm NATO
The M40A1 on the loadout screen with a Mk.4 scope attached. Note the missing trigger
The team sniper takes watch with his kitted out M40A1.
Aiming down the Mk.4 scope while on the watch for wascally tewowwists.
Choosing to forgo an optic saves up to a considerable 4 supply points and mounts a pair of flip-up ironsights on the rifle instead, though marksman classes are rather limited on ordnance to spend those points on and makes for a quite unwieldly rifle.

M136 AT4

The M136 AT4 with the foregrip of the Swedish Pansarskott m/86 is used by the Security as their primary rocket launcher. It is usable only by the Demolitions class and costs 5 points to use. I'd make some witty joke here, but the AT4 is exactly the same as the Insurgent RPG-7, even down to the re-use of the RPG-7 rocket.

M136 AT4 - 84mm
Pansarskott m/86, Swedish Army version of the AT4 with folding foregrip - 84mm
The AT4 on the loadout screen.
The Demolitions Experts ponders if shooting the sun with an AT4 would do anything.
The sights of the AT4, intended for more than we are using it for.
A player firing the AT4 while escaping a world where all the Steam Workshop mods were in the game normally. Note the fact the AT4 is firing an RPG-7 rocket, magic innit?

Weapons used by the Insurgents


A modified M1911A1 is used by the Insurgents. It has a ring hammer, M45 sights, a long M1911 trigger, and smooth wood grips. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor. Nothing much to put here, exactly the same as the M45 but with a more boring texture.

Colt M1911A1 - .45 ACP
The "M1911A1" in the customization menu.
An insurgent wanders around his camp, with his M1911 in tow.
The iron sights of the M1911 should be familiar by now.
Same for the reload.
The old version of the "M1911A1". (Before December 19 update.)


The AK-74N is used by insurgents. It holds 30+1 rounds and it can equip several accessories and costs 2 supply points. It is usable by the Fighter, Specialist, Striker, and Militant classes. The AK-74N is the interim rifle between the full-size AKM and tiny AKS-74U, with a high rate of fire and powerful rounds compensated by its very meh stability on long bursts.

AK-74 - 5.45x39mm
The AK-74N in the customization screen.
Having spent his lunch money at the arms bazaar instead of the food court, an operator admires his AK-74N
Knowing that the first thing he's doing when he gets back to base is make sure it works, he reloads his new prize.
The AK-74N iron sights, simple and durable like most Russian things.

The Rocketeer, Striker, and Bomber classes can use the AK-74 with the GP-25, with smoke or HE options.

GP-25 grenade launcher - 40mm
AK-74 equipped with a GP-25 in the customization menu. The current grenade option is the smoke option.
Holding the weapon.
Aiming through the sights.
Reloading the GP-25 after the insurgent releases some dastardly smokescreen.


The AKMS is used by the Insurgents. It is incorrectly named "AKM" (so close yet so far) and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). Any Insurgent class except the Sniper can use it. The AKM is a spin of the M16A4, boasting higher damage over modularity. And yes while the AKMS can easily shred armored troops without AP rounds, you need good trigger control so you can skirt around the very bad stability of the AKMS on long bursts.

AKMS - 7.62x39mm
The AKMS on the loadout screen. Note the M1A1, a weapon from earlier versions of the game, since replaced by the full-stocked M1.
An insurgent stands at his post in the base, AK in hand.
Aiming down the AKMS sights, you should know what they look like at this point.
Reloading the AKMS reveals that the gun dealer lied to the insurgent over which AKM his actually was.
The AKMS with a foregrip hand guard, similar to that of the Romanian AIMS. This same grip is used for the AKS-74U and AK-74N as well.

The Sapper, Striker, and Bomber classes in the game allows the AKMS to be wielded with a GP-25. Depending on their class, the user can choose smoke shells or HE shells.

GP-25 grenade launcher - 40mm
The AKMS with a GP-25 Grenade Launcher on the loadout screen. The grenade of the smoke version has a green-grey body, but otherwise has the same model.
Holding the AKMS with the grenade launcher.
Aiming through the GP-25 sights.
The GP-25 without its sights in earlier versions of the game.
Wielding a AKMS with a mounted GP-25 for extra bloop.
Reloading the GP-25, happy that most people know it is a caseless grenade launcher in modern times.


The AKS-74U is used by the Insurgents. It holds 30+1 rounds and can equip several accessories. It costs 2 supply points and can be used by the Fighter, Specialist, and Striker. While it suffers the same muzzle velocity weirdness that plagues the Mk. 18, the AKS-74U is much more enjoyable and practical to use. It comes with a night sight, high rate of fire and the absurd power of 5.45 AP rounds.

AKS-74U - 5.45x39mm
The AKS-74U on the loadout screen.
An insurgent checks out his new AKS-74U on Insurgent Weapon Hand-Out Day.
Aiming down the AKS-74U sights reveals the weird night sight.
Reloading the AKS-74U, same as every other AK variant but just a little smaller.

Norinco SKS-D

The Norinco SKS-D can be used by the Insurgents. It is also modeled with the truncated barrel of the Chinese "Paratrooper" import model that was made for the US civilian market. It can equip several accessories, and comes with a detachable 20 round magazine. It costs 1 supply point. It can be used by the Fighter, Marksman, Scout, Sharpshooter, and Sniper. The SKS is the counter to the AC556 and balances its higher accuracy with no selector switch.

The in-game reload animation shows the bolt locking open upon firing the last shot, even though real Norinco export SKS models using AK mags have no bolt hold open.

Norinco SKS-D - 7.62x39mm
The SKS on the loadout screen, note the oddly short barrel.
An insurgent prepares for battle with his SKS in tow.
Aiming down the SKS iron sights reveals a slightly cluttered sight picture.
Knowing that battle comes, the insurgent reloads his SKS.
The SKS with a PO 4x24P scope on it. Note the rail mount slapped onto the top of the receiver, not a good idea for anyone familiar with SKS rifles.


The FN FAL can be used by the Insurgents. It can equip several accessories. It holds 20+1 rounds and costs 3 supply points. Usable by all classes except the Machine Gunner and Bomber, the FAL allows you to slot floppies with the best of them. Rhodesia jokes aside, the FAL is slightly more useful than the M14 and L1A1, boasting a marginally controllable full auto fire.

FN FAL 50.00 - 7.62x51mm NATO
The FAL on the loadout screen.
An insurgent and his FAL begin to contemplate the irony in a gun famous for the UN being used by insurgents.
Aiming down the FAL sights, slightly more cluttered over the L1A1, but doable.
Here on IMFDB, we make sure to feed our rifles 100% organic bullets.


The TOZ-194 (simply called "TOZ" in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. It holds 6+1 shells (instead the 7+1 in reality) and also now reloads correctly. The TOZ is a basic port of the 590 and vice versa, and only has the downside of a slightly more cluttered sight picture.

TOZ-194 - 12 gauge
The TOZ-194 in the customization screen.
An insurgent, his shotgun and his base.
Aiming the TOZ-194 shotgun reveals a fairly gun-filled sight picture.


The RPK is used by Insurgents. The RPK has an AKM like slanted muzzle brake and a ribbed instead of smooth dust cover. Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. Only the Machine Gunner class can use it. The RPK has the definite advantage over the M249, while lacking on capacity and rate of fire, makes up for being usable when shooting from the shoulder.

Romanian RPK with slanted muzzle brake and 40-rounds magazine - 7.62x39mm
The RPK in the customization screen. Note the missing key on the drum and the AKM muzzle brake
A rather dashing insurgent with his rather dashing RPK.
An insurgent prepares to ambush some Security with his RPK.
Aiming the RPK reveals the same sight picture as the AKM, a bad move in this case as RPKs have a different sight with windage adjustment. Which you can see this gun lacks.
Smelling the odor of MRE's and gun oil, the insurgent tops off his RPK and gets ready for the ambush.
The RPK with its bipod deployed for maximum Victor Charlie.
A Mosin wielding madman stumbles on his comrades ditched RPK on the ground.


The Insurgents' Galil is a IMI Galil ARM, mirroring the Security's Galil SAR. It costs 3 supply points, it can be equipped with various accessories, but also with its standard bipod and a drum magazine. While it has a longer barrel over the Security's SAR, the ARM has the same pros and cons as the shortie version.

IMI Galil ARM with wood hand-guard - 5.56x45mm NATO
The IMI Galil ARM in the customization screen. Also note the HK416-ified MK18, and that the rest of the guns are all Security guns; somebody's been playing with mods.
An insurgent seems oblivious that he's holding a kosher rifle.
Aiming The IMI Galil ARM, same as the SAR except with extra carry handle.
Too busy with combat to question his rifle's origins, the insurgent reloads his ARM.
Sensing an ambush in the making, the insurgent tacks down his ARM on the ground.

Mosin Nagant 1891/30

The Mosin Nagant is used by the Insurgents. It can equip several accessories. It costs 1 supply point. It can be used by the Sniper and Sharpshooter classes. While places like /k/ will preach the holiness of the Mosin, in-game it is a simple re-skin of the M40 but with a slower cycling action and a desire to curse in Russian.

Mosin Nagant 1891/30 - 7.62x54mmR
The Mosin Nagant on the loadout screen.
At this moment in time, the insurgent realizes he drew the short end of the stick.
The insurgent aims down the sights and activates the Mosin's curse.
Feeling the souls of lost users flow into him, the insurgent cycles the action of his rifle and prepares to kill in the name of the murdercube.
While his comrade is being possessed, the team sniper uses his Takbir'd Mosin to cover the street. And yes, any optic gets mounted right on the rear sight.

M1 Carbine

The M1 Carbine is used by the Insurgents. It can equip several accessories. It is semi-automatic and holds 15+1 rounds, but it can extended by using the extended magazine accessories, which will then use its 30 rounds magazine. It costs 2 supply points and can be used by the Bomber, Sharpshooter, Specialist, and Striker. The M1 Carbine is a fairly alright rifle, with no real advantages or disadvantages over other weapons in the Insurgent lineup.

Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine
The M1 Carbine on the loadout screen.
Feeling a desire to praise the Lord and pass the ammunition, the insurgent is handed his M1 Carbine.
Aiming down the M1 Carbine sights reveals the rarely seen in video games post WWII adjustable sights.
Reloading the M1 Carbine is exactly what you'd expect.
And if the original isn't enough, why not stick some special sights on it?.


The MP40 is used by the Insurgents. It is correctly shown holding 32 rounds and being unable to chamber one. It can equip several accessories. It costs 2 supply points. While the MP40 isn't as petite and tactical as the MP5KA4, the MP40 is the Insurgent option offering a more controllable rate of fire over the swarm of bees that is the KA4.

MP40 with brown bakelite lower receiver - 9x19mm
The MP40 in the loadout screen. Note the missing trigger
An insurgent stares outside with his trusty MP40.
Aiming down the MP40 iron sights reveals the same sight picture we've seen since 1941.
When one spawns in, the character will click the gun out of safe.
A tactical reload on an older weapon is always enjoyable.

Sterling Mk. IV

The Sterling Mk. IV is used by the Insurgents. It costs 2 supply points, and it can accept various attachments. In-game it is full-auto only whereas the real weapon is select fire. Furthermore, the player characters ill-advisedly hold it by the magazine with their left hand. The Sterling's slow rate of fire makes it more on-par with the UMP over the KA4, with overly controllable full auto and the option for a tactical suppressor.

Sterling Mk. IV Submachine Gun - 9x19mm
The Sterling Mk. IV in the customization screen.
An insurgent with his Sterling, realizing they aren't on the Falklands anymore.
Aiming the Sterling Mk. IV reveals a slightly cramped sight picture.
Reloading the Sterling Mk. IV with angry swearing about Argentinian troops and Thatcher.

If a suppressor is attached, the Sterling acquires the Sterling Patchett suppressor, but without the grip underneath it. Rather hilariously, if one opts for the laser or flashlight attachments, they'd be mounted to the gun with zipties a-la Left 4 Dead 2.

Sterling Patchett Suppressed version - 9x19mm
A tactical insurgent realizes that his tactical weapon is around 50 years old.
Reloading the Sterling Patchett. Note the missing grip underneath the suppressor


The RPG-7 is used by the Insurgents. It can only be bought by the Striker class and costs 5 points. Besides the Jihad jokes, the RPG-7 is the same as the AT4, with the only difference being you are more likely to find RPG-7's over AT4's in any battle.

RPG-7 - 40mm
You know its good when even the insurgent is giving you a worried look.
An insurgent holds his RPG, debating if the rules say he had to die to the enemy to get martyr'd.
Aiming down the RPG-7 iron sight, exactly as you'd expect.
A nice touch is when spawning in, the character will load the rocket into the RPG-7.


F1 Grenade

The F1 hand grenade is the standard hand grenade of the Insurgents team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes. There's a joke I could make about the grenades, but stat wise they are identical.

F1 hand grenade
A F1 grenade in the customization screen. And no, there is no real way to solve the clipping.
An insurgent realizes he's gonna need more than a F1 to breach this door.

M67 Hand Grenade

The M67 hand grenade is the standard hand grenade for the Security Team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes.

M67 hand grenade
An operator and his M67 prepare to test whether or not you can use a M67 like a baseball.

M18 Smoke Grenade

The M18 smoke grenade can be used by both teams. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.

M18 Smoke Grenade
Today on Military Issue Jackass, watch this operator hit himself in the face with his own grenade.

AN-M14 Incendiary Grenade

The AN-M14 Incendiary Grenade can be equipped by the Security team, costing 3 supply points. The Insurgents' counterpart to the AN-M14 is the Molotov, and both the AN-M14 and the Molotov are the only grenades that can destroy a cache with only 1 of them. Besides that, they are identical stat-wise with the only difference being in the fires they ignite.

AN/M14 incendiary grenade
An engineer realizes that thermite can't melt through a wall if the wall is standing in front of him.

M84 Stun Grenade

The M84 stun grenade can be used by both teams. It costs 1 supply point and can be used to either help your team or annoy the hell out of.

M84 Stun Grenade
Preparing a flashbang.
Pulling the pin...
And flicking the safety lever away. Now either throw it away or watch it blow up in your hands.

Other Weapons

Browning M2HB

The Browning M2HB machine gun is seen on vehicles located around maps, primarily those of the Security team. But none can be used by the player.

Browning M2HB - .50 BMG
While trying to think of new graphitti options, the marksman gets very close to the Humvee's M2 turret mount.
Having failed, he tries the M1 Abrams, and finds another M2.

Heckler & Koch P2A1 Flare Pistol

The Heckler & Koch P2A1 Flare Pistol is available for both teams. It costs 1 supply point and can only be purchased on night time maps. While it does no damage to players, the Flare Gun can be used to impressive effect as either an illuminator of an area or a way to burn the retinas out of your enemies if they're wearing night vision goggles.

Heckler & Koch P2A1 Flare Pistol - 26.5mm
A spooked insurgent sits in the store, his only solace being his flare gun.
"Aiming" is as predictable as you'd get for a flare gun with no sights.
Shooting reveals the nice touch of the developers making the hammer actually strike the firing pin.
Having banished the darkness with the power of flare, the insurgent reloads his P2A1. Sadly the devs forgot to model a fired shell and thus we swap an unfired shot for another unfired shot.

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