||December 12, 2018 (PC)|
September 29, 2021 (Consoles)
||New World Interactive
||Focus Home Interactive
||PC & Consoles
Insurgency: Sandstorm is the sequel to the standalone Insurgency game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc; while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:
- Rifleman, the backbone of the team armed with assault rifles and battle rifles.
- Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.
- Advisor, who has access to exotic guns and optics from the opposing faction.
- Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.
- Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.
- Gunner, who provides suppressive fire with machine guns.
- Observer, who carries a radio to allow the Commander to call in fire support.
- Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.
The following weapons appear in the video game Insurgency: Sandstorm.
A staple sidearm of the series, the Beretta M9 is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation Exodus, the M9 along with other handguns have access to unmagnified optics.
The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.
Initially drawing the M9 pistol - the user first inspects the magazine...
...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.
Inserting a fresh magazine.
Preparing to hit the slide release.
Making its way from Day of Infamy, the Browning Hi-Power is another Insurgents' sidearm. It costs 1 supply point.
Browning Hi-Power - 9x19mm
The weapon loadout menu image of the Hi-Power. Note the ring hammer.
Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.
The Hi-Power idles at the range.
Loading up with a fresh 13 round magazine.
The operator feeds his Hi-Power a new magazine from empty.
The classic .45 M1911A1 returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.
The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide & frame.
Holding another member of the John Moses Browning family at rest.
The teeny tiny GI standard M1911 sights.
Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.
Preparing to hit the slide release on an empty M1911A1.
The Colt M45A1 replaces the M45 from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of Sandstorm. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.
Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP
The weapon loadout menu image of the M45A1.
The initial draw of the M45A1 pistol - loading in the magazine.
Holding the M1911A1's younger brother at the range.
In comparison to pop pop above, here's the M45's far larger sights.
Loading up a fresh 7-rounder.
The M45A1 about to be locked and loaded.
A tan-framed Glock 17 is one of the Security pistols in-game. In the Alpha, the Glock was designated "G17". In the Beta, the weapon was re-indexed as the "M005" likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the Glock 19M. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the "PF940"; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.
3rd Generation Glock 17 - 9x19mm Parabellum
A Polymer80 PF940V2 frame kit, for reference.
Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum
An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.
The Internal Affairs officer armed with a Glock 17, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of a P80 slide with diagonal cocking serrations from the Polymer80.
The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.
A Glock made out of aftermarket parts, the sights are a simple 3 dot style.
The operator turns his Glock over to give its slide a quick pull back.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX chambered in .50 Action Express was added in Update 1.10 Operation Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.
IMI Desert Eagle Mark XIX - .50 AE
An officially released render of the pre-release model, courtesy of the official Operation Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.
The rebel aims his Desert Eagle, courtesy of the official Operation Exodus website.
The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the Desert Eagle.
The draw animation begins by inserting a fresh mag...
...then pulling the slide while checking the loaded mag.
The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.
Aiming down the sights of Desert Eagle at an abandoned van.
Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it is smacking the shooter in the face.
After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.
Complete with a push to the slide stop with the thumb.
Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.
The speed reload begins by swiftly tossing the mag...
...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.
The Makarov PM is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.
Makarov PM - 9x18mm Makarov
The weapon loadout menu image of the Makarov. Note the threaded barrel.
The initial draw of the PM, similar to other pistols.
An idle Makarov waits patiently.
The Makarov's sights, small but expected for a 1950s era design.
Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.
An empty Makarov receives a fresh magazine.
The Manurhin MR-73 was added in Update 1.10 Operation Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25" barrel which can be extended into 8" by choosing the "Sniper Barrel", which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed "CT Scope") in 2.5x magnification, suppressor, and bipod. Also available is the "Cheapo Suppressor" made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25" barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.
Manurhin MR-73 Defense with 5.25" barrel and adjustable sights - .357 Magnum
Manurhin MR-73 "Sniper" with 8" barrel, adjustable sights, scope, and bipod - .357 Magnum
An officially released render of the MR-73 in-game model, courtesy of the official Operation Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.
The operator points his MR-73, courtesy of the official Operation Exodus website. Note that for whatever reason, it is missing its rear sights.
The Detainer stands by with his Manurhin MR-73, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the MR-73.
When deployed, the operator checks the cylinder by pressing the cylinder release.
...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.
The operator prepares his rugged French revolver for some quick draw action.
Aiming down the sights of the MR-73.
After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature visibly dented primers, a nice touch.
The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.
Loading new rounds into each chamber.
Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.
Considering some covert sniping, the operator deploys another MR-73 fitted with an 8" "Sniper" barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, it is a very real configuration for the MR-73
Aiming through the scope, which shows a simple fine reticle.
Firing the 8" barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8" barrel.
Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...
...then loading with a speed loader...
...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.
Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.
Aiming the makeshift sights above the makeshift suppressor.
Also usable by the Security forces is the SIG-Sauer P226R. It appears under its British Army designation of L106A1, which is incorrect for the type as the P226R in British service is designated as either the L105A2 or L106A2. It costs 2 supply points.
The weapon loadout menu image of the P226R. Note the threaded barrel.
The operator with his P226R.
The 226's iron sights, a 2 dot sight on the rear and a post in front.
After some blasting, the operator presses in a new magazine.
The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.
The Tariq, an Iraqi clone of the Beretta M1951, is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.
Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum
The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads "TARIQ 9 m/m IRAQ - Licensed by BERETTA" .
On the range with the M9's single-stack Iraqi older cousin.
Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.
Feeding the Tariq an 8 round magazine.
Giving the slide release a good push.
Welrod Mark II
Update 1.7 Operation Nightfall adds the Mark II Welrod from Day of Infamy; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.
An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the Welrod. Note that it is stated to be chambered in 9x19mm.
The operator shows off his covert Welrod Mark II.
Aiming down the three dot night sights of Welrod.
Cycling the bolt of Welrod.
Swapping the magazine with the right hand...
...before cycling back the bolt.
Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.
Heckler & Koch MP5A2
The First Major Content Update added in two variants of the MP5 submachine gun. The Insurgents received the older MP5A2 variant for the Breacher class, which features the early "slimline" handguard and "waffle" magazine. It costs 3 supply points.
Heckler & Koch MP5A2 with original "slimline" handguard and straight "waffle"-style magazine - 9x19mm
An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.
The weapon loadout menu image of the MP5A2.
The operator holds his vintage MP5 at the ready.
Aiming down the classic diopter sights.
Swapping out a "waffle" style magazine. Also note the early "slimline" handguard.
After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.
Heckler & Koch MP5A5
The First Major Content Update provided Security's Breacher class with the MP5A5, costing 3 supply points.
Heckler & Koch MP5A5 - 9x19mm Parabellum
The weapon loadout menu image of the MP5A5.
The operator holds his (comparatively) shiny and new MP5A5.
Aiming down the sights, which are pretty much identical to the MP5A2's.
Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.
The operator in the midst of performing an HK Slap. Some things never go out of style.
Heckler & Koch MP5SD6
When fitted with a suppressor, Security's MP5A5 turns into an MP5SD6.
Heckler & Koch MP5SD6 - 9x19mm Parabellum
The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.
Heckler & Koch MP7A1
A popular community weapon from the previous game, the Heckler & Koch MP7 makes an official appearance in Sandstorm. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a MP7A2. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.
Heckler & Koch MP7A1 - 4.6x30mm
The weapon loadout menu image of the MP7A1.
The draw animation of the MP7A1 - the operator unfolds the foregrip...
A stock MP7 patiently waiting to operate.
The operator checks his sight alignment. These are the folded-down "pistol" sights; one of the weapon's customization options is to flip these up into the aperture/post "rifle" setup.
Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.
Reloading with a 40-round magazine.
Heckler & Koch MP7A2 with RAL8000 finish - 4.6x30mm
The weapon loadout menu image of the MP7A2 fitted with "Aiming Grip", extended magazine, and iron sights in aperture/post "rifle" setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.
The IMI Uzi also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the MP40 with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in Battlefield Hardline replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.
The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.
The spawn animation of the Uzi - the fighter grasps the stock...
The operator on the range with a standard Uzi. Note custom charging handle.
Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: "UZI semi-auto MODEL B 9mm PARA-ISRAEL", indicating the Uzi was converted to fire in full-auto.
Pulling the custom charging handle during an empty reload.
M3 Grease Gun
The M3 Grease Gun makes its return from Day of Infamy in Update 1.7 Operation Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the "Advanced Suppressor" modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.
M3 "Grease Gun" - .45 ACP
An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.
The weapon loadout menu image of the M3 Grease Gun.
As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.
And pulling the bolt back, which kicks open the safety/dust cover.
The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.
Aiming the classic M3 Grease Gun sights toward bottles.
Pressing the mag release before yanking the empty magazine...
...and giving the charging handle a pull.
M3 "Grease Gun" with M9 flash hider - .45 ACP
Another M3 Grease Gun with M9 flash hider attached.
M3A1 "Grease Gun" with an attached suppressor - .45 ACP
The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.
After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.
Complete with underhand charging handle pull. Note the markings located on the magwell.
M3 "Grease Gun" modified with rails, red dot and integral suppressor - .45 ACP.
Another M3 Grease Gun with unique "Advanced Suppressor".
P90 Tactical / USG
The P90 Tactical / USG was added in Update 1.11 Operation Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called "Factory Circle", and "Factory Dot", and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.
FN P90 Tactical - FN 5.7x28mm
The official artwork of Operation Warlord, courtesy of the Sandstorm Twitter page.
An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and "P90 cal 5.7x28" markings on the optical sight group; along with "RESTRICTED LAW ENFORCEMENT USE ONLY" markings on the receiver.
The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the P90.
The Slavic mercenary prepares his P90 by loading its mag...
...then swiftly pulling its charging handle.
The said mercenary tries to resist his urge to 'Rush B'
with his P90.
Aiming down the custom fiber optic sights.
After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.
Pulling its charging handle.
Another P90 with USG "Factory Circle" reflex sight, compensator, railed handguard, and foregrip.
Aiming the USG "Factory Dot" reflex sight shows green illuminated reticle.
The speed reload begins by dumping the empty mag to the side...
...complete with a yank on charging handle.
Another P90 with USG "Factory Dot" reflex sight, and Gemtech suppressor.
Aiming the USG "Factory Dot" reflex sight shows blueish illuminated reticle.
Sterling Mk. 4
The Sterling Mk. 4 returns from the previous game in Update 1.7 Operation Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.
Sterling L2A3 (Mk.4) - 9x19mm
The weapon loadout menu image of Sterling Mk. 4.
As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.
The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.
Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.
After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads "STERLING SMG 9M/M MK4 (L2A3)", complete with serial numbers below it.
Then, he proceeds to pull the charging handle underhanded.
Sterling Mk. 5
When equipping a suppressor, the Sterling Mk. 4 will turn into a Sterling Mk. 5 with Sterling-Hatchett integral suppressor.
Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm
An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.
The weapon loadout menu image of the Sterling Mk. 5.
The insurgent brings the suppressed Sterling Mk. 5.
Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...
...then pulls the charging handle with his left hand.
The TDI Vector is the SMG added in Update 1.11 Operation Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.
TDI Vector Gen I - .45 ACP
An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.
The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the Vector.
The operator prepares his Vector by unfolding its stock...
...complete with yanking the charging handle.
The Vector spots a wooden target on the second floor.
After mag dumping at the said target, he drops the mag by pressing mag release.
Then, he pulls the charging handle.
He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.
The operator performs speed reload by quickly inserting a fresh mag.
Complete with pressing the bolt release while watching the bolt going into battery.
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points. It features a 12.4" AK-104 barrel, Zenitco B-30 handguards, a TWS railed dust cover, Magpul MOE AK pistol grip, and Tromix extended charging handle. The receiver is not an exact AK-100 series variant, as it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter. As of Update 1.12 Operation Glasshouse, it uses steel AKM magazines by default which can be replaced with polymer 7.62x39mm AK magazines by equipping custom skins.
An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being rechambered to 7.62x39mm in Update 1.7 Operation Nightfall.
The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on a SRU tactical helmet.
The weapon loadout menu image of the Alpha AK.
The insurgent prepares his Alpha AK on the range.
The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.
The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has "PATENTED U.S.A. MADE" markings while the receiver has "Model AK-104-A CAL 7.62x39" markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover. The stock's buffer adapter here also appears to be mounted on the rear tang trunnion of an AKMN/AK-74N style receiver.
Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.
The AK-74N returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
The weapon loadout menu image of the AK-74
The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...
...rocks it in, then flicks off the safety...
...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.
Aiming down the venerable AK sights.
Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.
Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.
The AKMN with a standard fixed stock replaces the folding stock AKMS from the previous game. Like the rest of the AKs, it is modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.
The official artwork of Operation Exodus, courtesy of the Sandstorm Twitter page.
The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.
The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Norinco Type 56-2, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the AKM.
On the range with a modern warfare essential. Note the rail on the side of the receiver.
Aiming down your standard AK sights.
Loading a fresh magazine and showing off the simple slanted muzzle brake.
Preparing to pull the charging handle.
The AKS-74U returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.
The official artwork of Update 1.12 Operation Glasshouse, courtesy of official NWI Update 1.12 Operation Glasshouse - Release Notes page. The 'Brute' on middle looks suspiciously similar to the infamous mercenary leader in Gotham city
The weapon loadout menu image of the AKS-74U.
A standard AKS-74UN at the range.
Sights, small U-notch and an AK front post.
Rocking in a new magazine and showing off the distinctive Krinkov profile.
The operator prepares to give the charging handle a pull.
The AS Val was added in Update 1.7 Operation Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.
AS Val with a PSO-1 scope - 9x39mm
An officially released render of the AS Val in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of AS Val.
The insurgents holds his quiet AS Val before shooting the steel target.
Aiming down the sights of the AS Val, which is similar with other AK sights.
Finding that he needs some precision shooting, he equips a PSO-1 for it.
Aiming the PSO-1 scope which is similar to the one used by the SVD Dragunov.
Loading up a new magazine...
...then giving the charging handle a yank, nearly identical to Payday 2'
s AS VAL reload. The speed reload is similar to AK family / derivatives rifles.
The L85A2 is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation Cold Blood. It costs 4 supply points.
L85A2 with SUSAT scope - 5.56x45mm NATO
L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm
The weapon loadout menu image of the L85A2.
Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.
The iron sights, very adequate for a modern assault rifle.
After neutralizing the targets, the reload begins first by dropping the mag...
...inserting a fresh one, hitting the bolt release...
...before doing the karate chop to make sure the bolt's fully home.
Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.
Aiming the SUSAT scope, a singular post for any range.
Aiming the BUS which subtly shows a tiny '86' mark on the top of it.
During speed reload he quickly pushes the mag release before inserting a new mag...
...then proceeds with a smash on the bolt release.
The FAMAS F1 was added in Update 1.8 Operation Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.
The official artwork of Operation Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.
An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation Breakaway website. Note the RM Equipment M203PI attached at the bottom.
The operator with a FAMAS F1, courtesy of the official Operation Breakaway website. Note the removed bipod.
The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.
Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.
The 'Rogue Cop' raises his FAMAS F1 fitted with a MARS red dot, courtesy of the Sandstorm Twitter page. The pixelated uniform is based off the one used by Iraqi Federal Police.
The menacing-looking 'Rogue Spec Ops' posing with a suppressed FAMAS F1, courtesy of the Sandstorm Twitter page. His gear setup is based on the Iraqi Special Operations Forces.
The weapon loadout menu image of the FAMAS F1.
The rogue police officer brings his recently captured FAMAS F1.
Aiming down the relatively narrow iron sights.
After accidentally shooting at a nearby fire extinguisher in full-auto, he switches into more sensible 3-round burst with the rear selector. When reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for properly reverting into full-auto.
Running out of ammo, he loads another 25-round mag.
Then, he pulls back the charging handle.
Heckler & Koch G36K
Another popular weapon mod from the previous game, the Heckler & Koch G36K is one of the primary weapons available for the Security forces. Since Update 1.9 Operation Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the "CH Sight" with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.
Heckler & Koch G36KV - 5.56x45mm NATO
Heckler & Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm
The weapon loadout menu image of G36K.
The G36K in all its trunnion-melting glory.
The iron sights, fairly big and wide which is nice for CQC.
After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.
The operator inserts a fresh mag...
...followed by a tug of the charging handle.
And if that isn't enough, it even comes with a special ZF export scope.
Aiming the bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.
Aiming the top unmagnified sight shows a tiny red dot.
The operator performs the speed reload by swapping out empty mag...
...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.
HS Produkt VHS-D2
The HS Produkt VHS-D2 was added in Update 1.3 as the VHS-2 for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.
HS Produkt VHS-D2 - 5.56x45mm NATO
An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the VHS-2.
The VHS-2, out of its humble Balkan element.
Aiming down the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.
Yanking the old mag out...
...before seating the new one and hitting the bolt release.
IMI Galil SAR
Update 1.4 added IMI Galil SAR from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.
IMI Galil SAR - 5.56x45mm NATO
An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on the deployed Galils. Also note the "TacPoint" on the mounted red dot sights on the Galil SAR, which is an obvious spoof of Aimpoint.
The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.
The Galil SAR looking at some wooden targets.
Aiming the sights toward the questioned targets.
Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar to AK family weapons and has the player character knocking out the old magazine by hitting the mag release with the new magazine.
Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.
The M16A2 is a selectable assault rifle, serving as the Insurgents' counterpart to the M16A4; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the "A2 Scope" in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.
Colt M16A2 - 5.56x45mm NATO
The weapon loadout menu image of the M16A2.
The operator with his retro M16A2.
Aiming down the 80s vintage iron sights.
If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.
Aiming the A2 scope reveals a fairly small duplex crosshair.
The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that Sandstorm
does actually model the Armalite
-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.
He then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.
The M16A4 returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the "Flat Top" attachment for clearer view when using unmagnified optics.
M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.
The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.
The operator with a more contemporary M16A4.
Aiming down a sight picture that has not changed much in the last 50-odd years.
Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.
And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.
Another M16A4 with red dot, foregrip, and removed front sight post.
The M4A1 makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.
Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm
Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm
The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.
The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.
The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.
A standard M4A1 just begging to be mag dumped.
Aiming down the stock AR-15 style sights.
After mag dumping, he performs a speed reload in high speed, low drag.
Complete with a push on bolt release while watching the bolt moving forward.
The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.
Mk 18 Mod 1
The Mk 18 Mod 1 replaces the Mk 18 Mod 0 from the original game, appearing as the Mk. 18 CQBR. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the Daniel Defense MK18 (with appropriate DDMK18 markings on the left side of the receiver).
The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.
The operator with the M4's shorter cousin.
Aiming down the aftermarket rear aperture sight.
Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.
The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.
An interesting choice alongside Security's VHS-2, the Insurgents get access to the Norinco QBZ-03, specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the "Type 03 Scope".
Norinco QBZ-03 with scope - 5.56x45mm
An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a real piece of furniture
, used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.
The weapon loadout menu image of QBZ-03.
A rare sight in most games, the QBZ-03 export model basking at the top of the villa.
Aiming with the sights, a tad small but still useful.
Even rarer to see, it even comes with its own scope.
Aiming down the scope reveals a fairly unique reticle.
Reloading starts with swapping the magazines, fairly AR-like.
However, shaking it up with an AK style underhand charging handle rack.
The QBZ-97 was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.
Norinco QBZ-97A - 5.56x45mm
An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.
The weapon loadout menu image of the QBZ-97.
The insurgent rings in the Year of the Ox with a brand-new QBZ-97.
Aiming down the G36-ish iron sights.
Staring an empty reload, which gives us a view of the bolt and the markings, which read "T97 NSR CAL.5.56mm". These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.
Finishing off an empty reload with a yank on the locked-back charging handle.
The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.
Aiming the YMA-95-1 scope which shows green illuminated reticle.
The speed reload begins by quickly taking out empty mag...
...complete with a quick stroke in charging handle.
The QTS-11 was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes for 4 supply points. It features an unique adjustable "Type 11 Scope" which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.
QTS-11 - 5.8x42mm & 20mm Grenade
An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.
The weapon loadout menu image of the QTS-11.
Still sad that the XM29 OICW
didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.
Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.
Beginning a reload with a fairly AK-like rocking in of a new magazine.
And finishing off with a pull of the charging handle.
The QTS-11's unique attachment, the variable zoom Type 11 scope.
Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.
Going for clearer field of view, he tweaks the elevation knob.
After hitting the target on distance, he begins the speed reload by grabbing empty mag...
...then yanking the charging handle underhanded.
Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher. Aiming the integrated 20mm grenade launcher will have the shooter aiming down equipped sights.
After firing it, he loads another HE shell.
Complete with a push to the bolt.
Q Honey Badger
The Q Honey Badger is the subsonic assault rifle in the Update 1.7 Operation Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.
Q Honey Badger SD - .300 AAC Blackout
An officially released render of the Honey Badger in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12" barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7" and 16" barrels.
The operator with his Honey Badger.
Aiming down the aftermarket flip-up sights, shared with Mk 18 Mod 1.
The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read "HONEY BADGER" and "300BLK", and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.
Finishing off with a push of the bolt release before watching the bolt move forward.
Another Honey Badger fitted with a suppressor stares at some fire extinguishers.
After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...
...then inserting the new mag before pressing the bolt release.
Steyr AUG A3
Update 1.8 Operation Breakaway brought the Steyr AUG A3 as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the "A1 Scope", and "A3 Scope" in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found on Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.
Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm
An officially released render of the AUG A3 in-game model, courtesy of the official Operation Breakaway website. Note the mounted scopes found on the earlier AUG A1.
The operator with his AUG A3, courtesy of the official Operation Breakaway website.
The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.
Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.
An Urban Warden operator stands by with an AUG A3 which has its foregrip removed, courtesy of the Sandstorm Twitter page. His gear is inspired by German SEK and Danish Special Forces equipment.
The weapon loadout menu image of the AUG A3.
The operator with an Austrian bullpup ready to shoot a nearby steel target.
Aiming down the default AUG iron sights.
After firing a few rounds, he takes a look at the rear to check his remaining ammo.
Before pulling out the empty mag, he first pulls out and locks the charging handle like an HK roller-delayed firearm.
Finishing up with a slap to the charging handle. I guess we'll call this a Steyr Slap.
Another AUG A3 with an earlier A1 scope.
Aiming the A1 scope, which shows a small circle between the crosshair.
Aiming its tiny BUS for clearer field of view.
Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.
Aiming the A3 scope reveals a fairly similar reticle.
The speed reload begins by pressing the mag release from behind...
...then ends with a swift pull of the charging handle.
The FN FAL makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.
FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.
The weapon loadout menu image of FAL.
The initial-equip animation of the FN FAL - inspecting the magazine.
Operating the charging handle.
The FAL in all its Cold War glory. Like the Insurgency gun, it is a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.
The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.
The reload begins with a swapping of the mags...
...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.
FN SCAR-H CQC
Available for the Security's Advisor class, the FN SCAR-H makes its official debut in Sandstorm as the Mk. 17 Mod 0. It costs 3 supply points.
Third Generation FN SCAR-H CQC - 7.62x51mm NATO
The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.
The weapon loadout menu image of SCAR-H.
The operator with a SCAR gazes upon the technical it helped stop.
The iron sights, thin but good.
After firing the SCAR at the windshield, he first swaps the mags...
...before leaning over Project Reality style to watch the bolt go home.
IWI US Galil GAR1651
A 7.62x51mm Galil ACE was added in Update 1.6 as the "ACE 52", available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. Despite ostensibly being the Israeli mil-spec Galil ACE N 52 (with STANAG-like rather than AK-like magwell), the in-game weapon is actually an American civilian 7.62x51mm variant, the ACE GAR1651, distinguished by its side-folding stabilizing brace adapter. While the pre-release version features the (correct) civilian two-position selector, the release version gained a three-position selector switch like the military models.
IWI US Galil ACE GAR1651 - 7.62x51mm NATO
An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.
Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.
The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.
Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.
The operator brandishes his modern Galil ACE.
Aiming the Galil ACE sights toward an old monitor and radio.
After shooting both the old monitor and radio, the reload begins by swapping the mag...
...then leans over before pulling the charging handle to watch the bolt move forward.
Speed-reloading the ACE 52 with both AR10-style magazines pressed together.
Charging the Galil in the fast-empty reload.
IWI Tavor 7
Update 1.6 added the IWI Tavor 7, serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.
IWI Tavor 7 - 7.62x51mm NATO
An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.
The weapon loadout menu image of the Tavor 7.
The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.
Aiming down the default flip-up iron sights of the Tavor 7. Similar to Alpha AK, KSG, M24, and M99.
He then begins to insert a new mag...
...before racking the charging handle.
Another Tavor 7 fitted with a MARS and foregrip in the middle of a poppy field.
Heckler & Koch G3A3
The Heckler & Koch G3A3 officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.
Heckler & Koch G3A3 - 7.62x51mm NATO
Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.
The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.
Spawing-in with the G3A3 - the user puts in the 20-round magazine.
The operator approaches the mansion with his G3.
The iron sights, set to the 100 meters open notch.
In a smart move, the G3's reload starts by opening the bolt and removing the mag...
...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.
The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.
The M1 Garand returns from Day of Infamy for the Insurgents' Marksman class in Update 1.9 Operation Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur "Garand thumb". Ouch.
M1 Garand with leather M1917 sling - .30-06
The official artwork of Operation Cold Blood, courtesy of the Sandstorm Twitter page.
An officially released render of the M1 Garand in-game model, courtesy of the official Operation Cold Blood website. Note the Griffin & Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.
The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation Cold Blood website.
The weapon loadout menu image of the M1 Garand.
The operator prepares to operate like it's 1944.
Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of "US Rifle, Cal. .30, M1", and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.
After firing the entire eight rounds of .30-06 and the required PING
, the operator inserts a fresh en-bloc clip.
Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.
When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in Battlefield V
He agonizes the eternal pain after quickly pulling back his thumb.
M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06
Another M1 Garand with attached M2 flash hider.
When equipping M82 scope which is referred to as "M1C Scope" in 2.5x magnification, the M1 Garand will turn into M1C Garand.
M1C with M82 scope - .30-06
The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.
The weapon loadout menu image of the M1C Garand.
An M1C Garand with mounted M82 scope.
Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.
In the last shot, both the clip and spent cartridge eject together with distinctive PING
In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.
After that, he yanks out the charging handle.
The Norinco SKS-D returns from the previous game. It has a standard length barrel with unusable "pig sticker" bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the "extended mags" modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points.
Norinco SKS-D - 7.62x39mm
The bearded Captive aims his SKS-D, courtesy of the Sandstorm Twitter page. Note another charging handle erroneously located in front of the mag.
The weapon loadout menu image of SKS-D.
The tracksuit insurgent with his SKS-D, still in the classic wood stock.
Lining up the 40s vintage sights on a steel target. Note the serial numbers.
Reloading starts with a simple swap of the mags...
...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.
IMI Galil ARM
The IMI Galil ARM returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.
IMI Galil ARM with wood handguard - 5.56x45mm NATO
The weapon loadout menu image of Galil ARM.
The operator deploys the Galil ARM while enjoying his cold drink.
Aiming down the iron sights.
After smoking some vases, the operator changes the magazine...
...then prepares to pull the charging handle.
As of Update 1.13, the M60E6 is available for the Security, for 3 supply points. It uses 50-round belt boxes by default, though these last a bit longer in comparison to the M240B and MG3 thanks to the M60's relaxed rate-of-fire. 100-boxes can be equipped as an upgrade.
M60E6 machine gun with ELCAN scope - 7.62x51mm NATO
Loadout preview of the M60E6 machine gun.
A Support gunner with his US-made, Danish commissioned M60 machinegun, a long awaited addition to Insurgency's roster.
Drawing the sights upon the bungalow pillar.
Opening up the M60E6 after using up a fifty-round belt - note the bolt is forward.
Latching in a new belt box.
Working the charging handle. This is also the initial draw animation.
The 100-round belt box as seen reloading.
The M240B GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.
M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.
An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.
The weapon loadout menu image of the M240B.
Deploying in with a M240B, charging the MG.
The M240B held idle. Note the loaded 50-round cloth pouch.
Aiming down the default iron sights of the M240B.
Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.
Feeding in a new short belt.
Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.
The M249 is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.
FN M249-E2 SAW - 5.56x45mm NATO.
The weapon loadout menu image of the M249.
Aiming down the default iron sights of the M249.
Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.
The MG3 was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.
MG3 - 7.62x51mm NATO. Note the black furniture.
An officially released render of the MG3 in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the MG3.
The MG3 held idle while using the 50-round drum.
Aiming down the default iron sights of the MG3.
Reloading the MG3 with the bipod deployed.
Firing the MG3 when equipped with the 100-round belt in a box.
This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7x scope would clip through the rear sights when reloading.
The PKM makes its long-awaited arrival to the series in Sandstorm. It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.
PKM with latest version of flash hider - 7.62x54mm R.
The weapon loadout menu image of the PKM.
Aiming down the default iron sights of the PKM.
Reloading the empty PKM by removing the box...
...then loading a new box while replacing the belt from the right side of the weapon.
Returning from the previous game, the RPK is introduced with Update 1.13. This time it masquerades as the slightly updated RPKM/RPK-203 variant, appearing under the latter designation. It uses regular 30-round steel AK magazines by default, with the same extended 40 and 75-round drums from the other AKs as upgrades. It has a price of 3 supply.
RPKN with 40 round magazine - 7.62x39mm.
An actual RPKM with 40-round bakelite plastic magazine - 7.62x39mm
The faux RPK-203 in the loadout screen. Note the AKM-like gas block, as well as the stock that seems to be modeled after the fixed polymer one rather than a proper side folding one. It also has an alternate scope rail pattern.
An Insurgent with the RPK out on their side of the Gap level. The receiver and metal parts have an oddly iridescent texture, almost looking case-hardened.
Its iron sights unfortunately lack the correct added windage dial, a common mistake seen on video game RPK models.
Thumbing the fire selector while aiming.
The RPK also shares the same standard AK animation set.
Popping open the spring-loaded bipod.
Here, the Insurgent loads the drum mag into his machine gun.
Giving the bolt and overhand rack.
The Kel-Tec KSG (specifically the Gen 2 version) was added in 1.12 Operation Glasshouse for the Security's Breacher class, costing 4 supply points. It is accurately depicted as having two separate magazine tubes which hold seven rounds each, rather than having a single tube that holds 14 rounds like in many other video games. By default, the left tube is selected for loading which can be switched manually by double pressing reload key or being switched automatically after emptying a tube tube.
Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge
An officially released render of the KSG in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the KSG.
The S.O.R.T. officer prepares to load his KSG before entering Mabarak Prison.
After that, he gives the forend a swift push.
The KSG spots multiple targets on the range.
Aiming down the default flip-up sights, shared with Alpha AK, M24, M99, and Tavor 7.
After emptying the left tube, he switches the magazine selector switch to the left in order to load the right tube. Oddly enough, the same animation also plays when switching back to the left tube when it should be closed.
The reload begins by pulling the forend...
...then loading the shells into the tube. Once one magazine is fully reloaded, the magazine selector switch is actuated off-screen before proceeding to reload the other tube. Sandstorm
is one of the few games that actually acknowledges the existence of the magazine selector switch on the KSG, along with Far Cry 6
Knight's Armament Masterkey
The Knight's Armament Masterkey is the underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.
The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.
The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.
A Masterkey mounted on an M4A1 stares at fruits on the table.
Aiming the Masterkey. Due to the lack of sights, the view is zoomed in.
Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.
Then, he proceeds to insert some more shells.
The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.
The rogue police officer grabs his Masterkey mounted on an AKM.
Aiming the Masterkey has the shooter pinpointing it at rough location.
After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.
Reloading shows spoofed markings that reads "Memeington 500 SecondKey".
The KS-23M was added in Update 1.12 Operation Glasshouse, serving as the counterpart of the KSG for the Insurgents' Breacher class for 2 supply points. It is referred to as KS-23 in-game; and so far, the only shotgun chambered in 23x75mm R (equivalent to 4 gauge). Like other shotguns, it can be equipped with the SilencerCo Salvo 12 suppressor (referred to as the "Salvo 4"), despite said suppressor only available in 12 gauge.
KS-23M without stock - 23x75mm R
An officially released render of the KS-23M in-game model, courtesy of the Sandstorm Twitter page.
The skull masked insurgent points his KS-23M, courtesy of the Sandstorm Twitter page.
TThe weapon loadout menu image of the KS-23M.
The deploy animation begins by checking the loaded shell in the chamber. The KS-23 only holds three shells in its magazine and one in the chamber.
Complete with a push of the forend.
A rogue police officer brings his KS-23M while facing a couple of technicals.
Aiming down the tiny sights at the grille of a white technical.
After causing the technical to emit some smoke, he ejects the empty shell.
Then, he proceeds to reload additional shells.
M26 Modular Accessory Shotgun System
The M26 Modular Accessory Shotgun System is the second underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.
The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.
The weapon loadout menu image of an M16A4 with a M26 MASS.
The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.
Aiming the M26 MASS. Just like the Masterkey, the shooter will pinpoint at the rough location while the view is zoomed in.
Reloading starts by taking off the empty mag...
...and ends with yanking the bolt handle. The speed reload is similar, but faster.
The Remington 870 makes its way into the game, replacing the Mossberg 590 from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.
Remington 870 Express Tactical - 12 Gauge.
Remington 870 MCS - 12 Gauge.
The weapon loadout menu image of the M870.
Aiming down the default iron sights of the M870.
Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: "MODEL 870 EXPRESS BREACHER".
The operator chamber-loads the M870 when reloading from empty.
Also returning from the 2014 Insurgency is the Russian TOZ-194 pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.
The Dissident takes an aim with his TOZ-194, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.
Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.
Inserting new shells into the magazine tube after taking care of the radicalized canned food.
The operator chamber-loads the TOZ-194 when reloading from empty.
Sniper Rifles/Anti-Materiel Rifles
The Barrett M107CQ first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the "M82A1 CQ" in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the "M82A1".
An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of M107CQ. It uses short 5-round magazines by default, with the more common 10-rounders being a purchasable option.
An M107CQ in the wild, menacing a local white van.
The sights, a large rear aperture and a front post, partially obscured by the van.
Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...
...before yanking the charging handle and letting it go clunk. The speed reload is much the same, but features a somewhat AK-esque push of the magazine release with the fresh mag, letting it fall to the ground instead of retaining it.
Izhmash SVD Dragunov
The Izhmash SVD Dragunov is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.
Izhmash SVD Dragunov - 7.62x54mmR
The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the SVD Dragunov.
The Slavic mercenary takes pride in the scenery and his SVD.
Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...
...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.
Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.
Performing a speed reload on an SVD, by kicking the old magazine out via mag release lever and inserting the new one.
On an empty mag, the insurgent additionally pulls the charging handle with his right hand.
Knight's Armament M110 SASS
The Knight's Armament M110 SASS was added in Update 1.9 Operation Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed "DOS Scope" which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.
M110 SASS - 7.62x51mm NATO
An officially released render of the M110 SASS in-game model, courtesy of the official Operation Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.
The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation Cold Blood website.
The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.
The weapon loadout menu image of M110 SASS.
Spawing-in with a scoped M110 - the marksman works the charging handle.
A view of the SASS's open chamber.
The M110 SASS- it is like an M16, but long
When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.
The operator inserts a 10-round SR-25 pattern magazine.
During an empty reload, the operator turns his rifle over and watches the bolt go into battery.
Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.
For a bit clearer view of his surroundings, he adjusts the elevation knob.
After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.
Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.
Complete with a slap to the bolt release.
Mk 14 Mod 1 Enhanced Battle Rifle
The Mk 14 Mod 1 EBR makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.
Mk 14 Mod 1 EBR - 7.62x51mm NATO
The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.
The M14 EBR, in the sunshine and cool breeze.
The M14's classic sights, and the selector flipped from "sensible" to "fun". Note the NWI trademark over the normal roll mark with the serial numbers.
After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...
...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.
Mosin Nagant 1891/30
The Mosin Nagant costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.
Mosin Nagant 1891/30 - 7.62x54mmR
Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R
The weapon loadout menu image of the Mosin Nagant.
The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.
Aiming down the default iron sights of the Mosin Nagant.
Having found his sights to be too small, it is fixed by adding a PU scope with the now turned-down bolt handle.
Aiming the PU scope reveals the classic post with wings reticle.
Cycling the straight bolt handle of the Mosin Nagant.
Reloading the Mosin Nagant with a stripper clip.
A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.
The Remington M24 makes its way into the game, replacing the old M40A1. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.
M24 sniper rifle with Harris bipod - 7.62x51mm NATO
The weapon loadout menu image of M24.
Aiming down the default flip-up iron sights of the M24, shared between it, Alpha AK, KSG, M99, and Tavor 7.
Cycling the bolt of the M24.
Inserting new cartridges into the M24's magazine after pulling the bolt back.
The Chinese M99 anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the "Type 99 scope" in the loadout menu.
An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.
The weapon loadout menu image of the M99.
An M99 gazes upon the vanquished technical.
While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip-up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.
On an unrelated note, a different M99 shows off the gun's unique scope.
Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.
Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...
...before grabbing the charging handle and giving it a yank.
Grenade Launchers/Rifle Grenade Launchers
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.
The GP-25 is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation Breakaway, it can be turned into makeshift underbarrel shotgun called the "Buckshot Launcher" with improvised 40mm buckshot shells for 2 supply points.
GP-25 grenade launcher - 40mm
Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.
The weapon loadout menu image of an AK-74 with a GP-25.
The insurgent prepares to cover the open street with his GP-25.
Hey, cover me!
The insurgent reloads his GP-25 with a caseless smoke shell.
The weapon loadout menu image of AKM with GP-25.
The Slavic mercenary finds a weapon cache to be destroyed.
Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.
Heckler & Koch AG36
The AG36 is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.
Heckler & Koch AG36 grenade launcher with handguard - 40x46mm
The weapon loadout menu image of a G36K with the AG36.
Noticing possible hostiles on the second floor, the operator prepares his AG36 with an HE shell.
Aiming the AG36 sights. Note the ladder sights is set to 150 meters.
After clearing the second floor, he reloads the AG36.
HS Produkt VHS-BG
The HS Produkt VHS-BG is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.
HS Produkt VHS-BG - 40x46mm
The weapon loadout menu image of VHS-2 with the VHS-BG.
After neutralizing some insurgents, the operator prepares his VHS-BG.
Aiming the VHS-BG sights which shares similarities with the AG36.
The operator reloads his VHS-BG with another smoke shell.
M203 Grenade Launcher
The M203 grenade launcher is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.
M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.
The weapon loadout menu image of an M16A2 with M203. Note the heat shield handguard.
Realizing that his M16A2 is a bit too vintage
for the operation, he proceeds to aim the M203.
After covering the alleyway with a smoke, he inserts another smoke shell.
On an additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.
M203A2 Grenade Launcher
The M203A2 grenade launcher is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.
M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.
The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.
Before crossing through the river, the operator grabs his M203A2.
Aiming the M203A2 sights which are identical to M203 sights on the M16A2.
Then, he loads another fresh smoke shell.
The weapon loadout menu image of M4A1 with M203A2.
Spotting a dangerous-looking Toyota, the operator shows his M203A2.
Aiming the M203A2 sights.
After smoking the aforementioned target, he ejects the spent shell.
M7 Rifle Grenade Launcher
The M7 rifle grenade launcher is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.
M7 Rifle Grenade Launcher - 22mm
The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.
When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.
Then, he inserts another clip filled with blanks.
After that he loads an HE rifle grenade through the muzzle.
The operator soons spots a vacant sedan nearby while bracing his rifle.
Aiming the M7 rifle grenade launcher sights.
Not satisfied, he loads another rifle grenade.
He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.
RM Equipment M203PI
The RM Equipment M203PI is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.
RM Equipment M203PI - 40x46mm
FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm & 40mm
The weapon loadout menu image of an FAMAS F1 with a M203PI.
The rogue police finds a tanker blocking his path while preparing his M203PI.
Aiming the M203PI sights.
Realizing that the tanker is not blown up yet, he proceeds to eject the empty shell before loading another HE shell.
Steyr GL 40
The Steyr GL 40 is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.
Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO
The weapon loadout menu image of an AUG A3 with a GL 40.
Going for flanking, the operator brings the GL 40.
Aiming the GL 40 sights with ladder sights.
After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.
Type 91 Grenade Launcher
The Type 91 grenade launcher, specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the "Buckshot Launcher" with improvised 35mm buckshot shells for 2 supply points.
Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm
The weapon loadout menu image of the QBZ-97 with a QLG-91B.
The insurgent prepares his QLG-91B after encountering a bridge at the front.
Aiming the QLG-91B sights.
After that, he reloads his QLG-91 another smoke shell.
Rocket Launchers/Missile Launchers/Recoilless Guns
Carl Gustav M3
The Carl Gustav M3 is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as M3 MAAWS.
Carl Gustav M3 - 84x246mm R
The weapon loadout menu image of the M3 MAAWS.
A M3 MAAWS gazes upon a technical and its dead crewmen.
Aiming down the scope with a wide variety of range markings for extended ranges.
Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...
...before swapping rounds, relatching the tube, and going to blow more things up.
Another veteran from the previous game, the M136 AT4 is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.
The weapon loadout menu image of AT4.
The AT4 is held idle, as its user wonders if other cars can explode.
The sights of the AT4, simple and effective.
Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.
The Panzerfaust 3 is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.
Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
The weapon loadout menu image of Panzerfaust 3.
The Panzerfaust in-game, fausting panzers.
The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.
Excluding the occasion of firing it on a building and dropping it like a used tissue.
The RPG-7 returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.
The weapon loadout menu image of RPG-7.
The Insurgents' favorite, the RPG-7, in all its glory.
Taking a cue from the Far Cry
games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.
In comparison to the last game, the RPG is reloadable by adding a rocket...
...before raising it to the shoulder and cocking the hammer.
Grenades and Explosives
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.
AN/M14 incendiary grenade
The weapon loadout menu image of the AN-M14 incendiary grenade.
The operator grabs his incendiary grenade while shivering on the cold hill.
The F-1 hand grenade returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.
The weapon loadout menu image of the F1 grenade.
The Slavic mercenary holding an F1 grenade at the bridge.
M112 C4 Demolition Pack
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable "C-4" consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 "clacker" switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.
The weapon loadout menu image of M112 C4 Demolitions pack.
Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.
Sticking the M112 into the door.
Blowing the place to kingdom come.
The insurgent finds the M57 "clacker" switch inside the weapon cache...
...complete with bundle of M112s in hand.
Arming the M112 by pressing its red button.
M18 Smoke Grenade
The M18 smoke grenade returns from the previous game for both teams which is incorrectly referred as M83 Smoke. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.
The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.
The operator prepares his M18 smoke grenade to cover the open bridge.
M19 anti-tank mine
The M19 anti-tank mine is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.
M19 anti-tank mine (inert)
The weapon loadout menu image of the M19 anti-tank mine.
The operator holding his M19.
He proceeds to pull off the safety-clip cord...
...then turns the safety knob from (S)afe into (A)rmed.
M67 Hand Grenade
The M67 hand grenade returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.
The weapon loadout menu image of the M67 grenade.
The operator with his grenade while inside the market in Precinct.
M84 Stun Grenade
The M84 stun grenade returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.
The weapon loadout menu image of the M84 stun grenade.
The operator prepares to throw an M84 stun grenade before breaching...
...but first, realizes he is missing an important step and proceeds to pull the pin.
TM-62 anti-tank mine
The TM-62 anti-tank mine serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.
The weapon loadout menu image of the TM-62 anti-tank mine.
The insurgent prepares the TM-62.
He then removes the safety pin...
...before proceeding to arm and plant the mine.
AGM-114 Hellfire ATGM
Security's AH-64 Apache (callsign "Assassin") is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.
Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.
Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes on the rocket pod.
The Browning M2HB appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.
Browning M2HB on vehicle mount - .50 BMG
The operator finds the idle white technical with a mounted M2HB.
Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.
An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.
DShK heavy machine gun
The DShKM is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the 30mm Cannon, instead of the accurate M230 Chain Gun.
The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.
She soon mounts the DShK and prepares to weed her flower field.
An M230 Chain Gun mounted on an AH-64 Apache, for reference.
Assassin fires the bizarrely-mounted DShK against some rampaging insurgents.
Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.
General Dynamics GAU-19/A
The GAU-19/A is mounted on Security's UH-60 Blackhawk (callsign "Cleric"), where it is used by the door gunners. The gun also ejects spent casings when firing.
GD GAU-19/A on door gun mount- .50 BMG.
The door gunner fires his GAU-19/A with a lovely cartridge shower.
Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.
General Electric GAU-8/A Avenger
The GAU-8/A Avenger is mounted on Security's A-10 Thunderbolt II (callsign "Warlock"). Warlock will strafe a marked area perpendicular to the Commander's line of sight.
General Electric GAU-8/A Avenger - 30x173mm
Warlock with the GAU-8/A Avenger after strafing the marked target.
The ammo crate can be used to fully restore player's gear and health.
A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, along with a few STANAG and AK magazines with some scattered ammo around.
The operator finds amusing graffiti of an operator with a Mk 18 Mod 1
fitted with an EOTech Holographic sight, suppressor, and foregrip near the school in Precinct.
Another graffiti in Precinct has the masked
insurgent armed with an AKM
. Note the straight stock comb, slanted muzzle brake, and rifle sling.
The rogue police officer finds a graffiti of a donkey cart with mounted DShK
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.
On the Insurgents' weapon cache, an RPG warhead and AK magazine are seen beside the opened crate with TM-62 anti-tank mine
and an AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.
From behind there is another opened crate with a couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite the fact there aren't any RGD-5 hand grenades
On Security's weapon cache, there is an opened crate with the warhead of a Panzerfaust 3 behind it along with a couple of M19 anti-tank mines
, some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two M18 smoke grenades
and some STANAG magazines with scattered ammo near the case at the top of the green crate.
There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads for the Panzerfaust 3. Another M19 is located in the middle.