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Difference between revisions of "Talk:Insurgency: Sandstorm"

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[[File:ISMC P320 (3).jpg|thumb|none|600px|ADS view.]]
 
[[File:ISMC P320 (3).jpg|thumb|none|600px|ADS view.]]
 
[[File:ISMC P320 (4).jpg|thumb|none|600px|Reloading.]]
 
[[File:ISMC P320 (4).jpg|thumb|none|600px|Reloading.]]
[[File:ISMC P320 (5).jpg|thumb|none|600px|Thumbing the slide stop - although in actuality, the P320's slide automatically chambers on a loaded mag.]]
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[[File:ISMC P320 (5).jpg|thumb|none|600px|Thumbing the slide stop.]]
  
 
===Smith & Wesson M&P9===
 
===Smith & Wesson M&P9===

Revision as of 01:47, 26 January 2024

Cut/Unused Weapons

M230 Chain Gun

An unused model of an actual M230 Chain Gun for the AH-64 Apache can be found using Unreal Engine tools.

Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
The unused M230 chain gun model.

M26 MASS Standalone

A standalone variant of the M26 MASS can be accessed in offline gameplay, using the console command "GiveWeapon m16" (This is the actual command; the real M16 variants use their full A2/A4 names).

Standalone version of M26 MASS - 12 gauge
The standalone MASS in idle.
Looking through the iron sights. It can mount optics as well, removing the rear bracket and post; the front folds down.
Operating the MASS's bolt.
Reloading the M26.
Chambering from empty.
Tossing aside a partially-spent mag in the emergency reload.
Two MASSes on the ground, showing the complete world model.

Weapons Source

https://www.youtube.com/watch?v=nZjGAe9nRRI James Dalcan (talk) 12:34, 23 February 2018 (EST)

I have the closed alpha and it's a G36K, also there used to be an L85A2 and a genuine SVD. PKM lmg is also confirmed for insurgent faction. For sidearms, i noticed the Tariq (iraqi made Beretta 951) and the L105A1 (Sig P226), the Makarov returns as well.--Death Shadow20 (talk) 06:26, 5 March 2018 (EST)
Please then edit the page with the correct or missing weapons. I do not have access to the closed alpha of the game (I was too late damn it!) so I can only base myself on the gameplays.--James Dalcan (talk)
New World Interactive said that the closed alpha is now finished, can't access any PvE nor PvP options. Im off to work for a while thus will not have access to my computer and im afraid to screw things up if i use my phone...--Death Shadow20 (talk) 12:41, 10 March 2018 (EST)

Name update

It's Insurgency: Sandstorm, with a colon, if an admin would so kindly do the honors.--AgentGumby (talk) 22:07, 24 March 2018 (EDT)

February 28th update

5 new guns in this update:

PF940 - I guess Glock had its almonds activated over its gun being in the game

MG3 which has armour piercing rounds for some reason

M240B which also has AP rounds for some reason

(both weapons above use the same ammo as the M24, essentially making them full auto M24s in terms of penetration power and damage)

M249 has had its AP rounds removed, now loaded with ordinary 5.56 NATO

MP5A2 - MP5 variant for Insurgents

MP5A5 - MP5 variant for Security

--Edbods (talk) 20:07, 28 February 2019 (EST)

Couple things to add here - the MP5A5 turns into an MP5SD6 when fitted with a suppressor (the A2 just gets a normal, non-integrated can instead), and the PF940 is accurately named - it's not named after a gun, but a kit. "PF940" is actually the name of a commercially-available (at least in the US, at any rate) incomplete polymer frame that can fit standard Glock parts (slides, magazines, trigger components, etc.) with a few cuts and holes; to make this easier, it comes with a bracket that has all the holes you need to drill lined up. The idea is that it lets you make your own gun (from a legal standpoint) instead of buying one, so you don't have to go through a dealer. As far as its appearance in-game, it's just like you said - a clever way of getting around Glock's anal-retentive legal team. Pyr0m4n14c (talk) 21:32, 28 February 2019 (EST) P.S.: I also noticed that the M240B has an appropriate 50-round cloth ammo bag; when you upgrade it, that gets replaced with what I'm pretty sure is a cardboard box. Also, I've never heard the phrase "almonds activated" before, but I am definitely going to be using it from here on out. Thanks, Ed.
Ahh, you beat me to the MP5SD6 - was going to add that to the MP5A5 bit in my first comment. I did google PF940 shortly after posting this but wasn't sure if it was a gun or a kit, thanks for clearing that up. And yeah, the M240 gets a nutsack mag as standard, but picking the extended mag option which costs 3 supply gives a 100 round cardboard box mag that, in first person view, is powered by anti gravity technology of unknown origin that allows it to float beside the receiver. The mounting bracket shows up correctly in the loadout menu however.
As for activated almonds, it became a bit of a meme back in 2012 but I still use it because it always makes me giggle. For your reading pleasure. --Edbods (talk) 17:13, 2 March 2019 (EST)

Getting images

I'm gonna try to get to work getting images of the weapons. It might take a while. I really wish this game had a shooting range or something where you can mess around with the guns in peace... --PyramidHead (talk) 01:49, 1 March 2019 (EST)

The new update is supposed to add a test range. You could also try empty servers or the Co-op ones.--AgentGumby (talk) 13:17, 1 March 2019 (EST)
The shooting range is under tutorials in the main menu. Every gun you can get in the game, and every attachment too - try shooting the MG3 with a 7x scope while standing up lol. The developer menu also works here, so you can give yourself god mode and try to shoot down helicopters, or give yourself some of the unused weapons in the game like the L1A1 or MP5K (most of them are just placeholder models though, using models from the previous game etc). --Edbods (talk) 17:20, 2 March 2019 (EST)
Well... that's useful! I'm starting to add images. Finished pistols and most of the SMGs already. --PyramidHead (talk) 23:48, 3 March 2019 (EST)
By the way, if you wouldn’t mind, taking screencaps in another part of the range would help add some variety to the page.--AgentGumby (talk) 22:30, 5 March 2019 (EST)
I already took all the screens of the pistols, SMGs, and assault rifles, but I'll shift myself around for everything else! --PyramidHead (talk) 13:19, 18 March 2019 (EDT)
Currently getting sniper, DMR and battle rifle pics, thanks for all the previous work you did on this page! --SSgt LuLZ (talk) 01:25, 19 March 2019 (GMT)

May 24th patch

M82A1 CQ and Chinese M99 added. Highly impractical, but goddamn they're so satisfying to use. --Edbods (talk) 07:03, 27 May 2019 (EDT)

Is that everything?

Well, guys, we all did some good work getting nice screens of all the weapons. I would say this page is done. What do you all think? --PyramidHead (talk) 22:29, 11 August 2019 (EDT)

Hate to be the turd in the punchbowl here, but what about the grenades? Pyr0m4n14c (talk) 23:05, 11 August 2019 (EDT)
I believe they added the Browning M2 for Security technicals, and then there’s the Miniguns, M230 Chain Gun, and GAU-8 on the Security’s fire support aircraft. --AgentGumby (talk) 23:40, 11 August 2019 (EDT)
I totally forgot about the nades. Can you even see the weapons mounted on Security's aircraft? --PyramidHead (talk) 01:54, 12 August 2019 (EDT)
I mean, if some of them can be shot down by unguided launchers, then probably. Plus, even then, we still usually cover guns on aircraft that you can't actually see; their existence is more or less just implied from the context and their effects. I mean, half of the entries for aircraft-mounted autocannons consist of screenshots of small, dark ports in the plane's skin, with everyone just sorta assuming that there's supposed to be a gun in there somewhere because there should be. Pyr0m4n14c (talk) 10:22, 12 August 2019 (EDT)
Is identifying guns by assumption really a good idea? It is entirely possible that a game's plane models might entirely lack models of guns of any kind, and the gunshots just emit from the plane's body. If we identify guns entirely by assuming that "a gun should be there because that's what should've been there on the plane", then what about movies where they use planes without guns to stand in for planes with guns? Do we still identify the presence of guns even though there are no guns period? --Wuzh (talk) 12:22, 12 August 2019 (EDT)
Exactly, I don't think it's a good idea to add entries for such weapons, unless they are confirmed to have in-game models. If they do, then sure, but if they don't, you could potentially make a trivia point about them or something like that if it's necessary. --Ultimate94ninja (talk) 12:30, 12 August 2019 (EDT)
I'm not necessarily saying that it's a good thing, I'm just saying that that's how it's normally done - look at, say, Battlefield 2 as an example. Several aircraft-mounted guns there are little more than small black cylinders sticking out of a wing, and some (like the Type 23-2K, or the GSh-30-1) are quite literally nothing more than firing ports. The same could be said for things like the M231 FPWs in Project Reality - you can fire them, and they make the same sounds as the game's M16 rifles, but all you ever see of them are the holes in the back of a Bradley. If you think we shouldn't include them, then that's fine, but we should probably take another look at some other things. Pyr0m4n14c (talk) 13:16, 12 August 2019 (EDT)
I ever took some in-game screenshots with Nvidia Ansel via GeForce Experience in the replays and there are several modeled mounted guns like GAU-19 in Blackhawk AKA "Cleric" which also eject the spent cartridges and oddly enough DShK machine gun in Apache AKA "Assassin" mocked up as M230 Chain gun in the game, although it's a bit difficult with some bugs like the mouse cursor suddenly disappears after taking the screenshot with Ansel, but nonetheless the mounted guns are actually being modeled in-game. AgentHotel (talk) 04:15, 14 August 2019 (EDT)

Boy, have I opened a can of worms on this one. In the case of Sandstorm, these aircraft guns are externally mounted and should be readily visible; though I don’t have the game but I’d imagine you could see them in a free cam spectator mode or through a 4x/sniper scope. I think this discussion should probably be had on a more aircraft-centric game, like Ace Combat 7: Skies Unknown.--AgentGumby (talk) 14:04, 12 August 2019 (EDT)

M2HB, GAU-19, some overhaul & correction

So, I managed to get some screenshots of mounted guns via Steam & Nvidia Ansel. Actually, the in-game M1911 is A1 variant due to the aforementioned attributes in there. I may provide some more screenshots of gun images in loadout menu in order to get better view of the gun models like attributes of in-game M1911A1. If someone asks about the GAU-8 on A-10 Warthog (AKA "Warlock"), I'm not sure if its model is good enough for the page due to the relatively blurry model in there. Last but not least, I wonder if images for the upcoming guns from Steam & Twitter pages are allowed to be used due to the copyright reason. If somebody can add / revise some information in there, then that'd be appreciated. AgentHotel (talk) 05:21, 16 August 2019 (EDT)

I'd say that the model images are a good idea (I was the one who initially said that the M1911 wasn't an A1, because I couldn't see a curved backstrap, and could see the diamond-panel grips - having the loadout image would make the distinction a lot clearer). And sure, if new weapons are officially revealed, then it's perfectly fine to put them on the page. Pyr0m4n14c (talk) 10:14, 16 August 2019 (EDT) P.S.: So, apparently we're getting a Galil ARM, a Tavor 7 (would this be its first media appearance?) and an AS Val, plus more, which I think is quite interesting.
Just finished including loadout images for pistols. After checking the loadout menu image of M1911, I can confirm it's the A1 variant due to the associated attributes in there. Yeah, the upcoming guns are going to make gameplay even more interesting despite the devs haven't announced the counterparts yet. Also, I guess that I'm clear for uploading new officially revealed weapons as long as I cite the images in the descriptions like "Courtesy to ...". AgentHotel (talk) 13:07, 16 August 2019 (EDT)
Yep, that's the stuff. I kinda did the same thing on the PUBG page, adding the official teaser screenshots with a caption like "An officially-released render of the [GUN NAME], courtesy of the game's Twitter page."; if you want, you can make "the game's Twitter page" into a link, though it's not necessarily required. Pyr0m4n14c (talk) 14:43, 16 August 2019 (EDT)
Just added AGM-114 Hellfire for Assassin and corrected M24 into the proper in-game 7.62x51mm NATO variant. Beforehand I noticed that VHS-2 can use its own UBGL which I don't think has ever been in any media appearance yet. If somebody can provide copyright-safe images for the UBGL and Tavor 7 (Considering I'm not living in US / Europe), then that'd be much appreciated. I may provide the GAU-8 Avenger later on due the replay history just got entirely wiped out after the recent hotfix. AgentHotel (talk) 06:08, 17 August 2019 (EDT)

Just something else to point out: A CTE just dropped, with the new Sinjar map variant, and the two new Galils. If anyone feels like taking some screenshots of the latter, now'd be a good time. Pyr0m4n14c (talk) 09:07, 22 August 2019 (EDT)

I think that it's better to wait until the update has come due to the tentative nature of CTE, like the Galil SAR will have bipod on default to balance with Galil ARM for Insurgents & the cost for both of them may be reduced from 3 supply points into 2 supply points (The sources for possible changes came from Steam discussions & subreddits by the devs). Also, there's a CTE mark on the top left which will persist if someone's going to take some screenshots in there. AgentHotel (talk) 11:43, 23 August 2019 (EDT)
Fair enough, I wasn't aware of the CTE watermark. I appreciate the input. Pyr0m4n14c (talk) 12:42, 23 August 2019 (EDT)

Return of Galils, additions of grenades & some additional notes

Just included the Galils & most grenades. UBGLs, landmines & C-4 are yet to be included. However, I wasn't able to find real-life images for couple of explosives like C-4 & M19 landmine, plus I'm not sure if the UBGLs like M203 are mockups just like in the previous game. If somebody can help me to include the real-life images of both of them & identifying the UBGLs, then that'd be appreciated. Also, when I was closely inspecting the gun models in the loadout menu with Nvidia Ansel from GeForce Experience, I noticed that there're several interesting markings in there like Alpha AK with "Patented U.S.A. Made" & "AK-104-A" markings at the receiver, while the others have official manufacturer markings like MP5, AR rifles & such. If people don't mind for me to insert the images of explosives right here as the placeholders, then I can place the screenshots for further identification. AgentHotel (talk) 11:54, 11 September 2019 (EDT)

About MP5A5

I just noticed that the in-game model has an F-type stock. Considering that it also got a A5 trigger group, does this make it a MP5F or just an MP5A5 with MP5F stock? Lunar Watcher (talk) 02:45, 19 May 2020 (EDT)

M203A2 is the original M203

The front barrel clamp isn't the QD version. Spartan198 (talk) 00:23, 10 December 2020 (EST)

Operation: Breakaway

In the latest update apparently some elements of Security forces went rogue & joined the Insurgents, complete with new firearms & attachments like AUG A3 & FAMAS F1. However, there're few things to point out in this update while I've to drop the screenshots at here first before proceeding.

  • M26 MASS has higher effective range & is Security-exclusive which costs 3 supply points for M16A4, M4 & AUG. However, it's incompatible with drum mags (Also applies for Masterkey).
  • Masterkey has faster cycling rate & shared by both teams which costs 4 supply points for FAMAS, AR-platforms & AK-platforms (Riflemen's assault rifles). When being attached in FAMAS, the shooter uses his middle finger to fire it. The adaptor for attaching in M16A2 is heat shield handguard just like for M203 UBGL.
  • The GP-25 can be turned into makeshift underbarrel shotgun called "Buckshot Launcher" with improvised 40mm buckshot shells (Not sure if it's actually possible IRL) for 2 supply points.
  • The switching fire mode in FAMAS has the shooter first switches from full-auto into 3-round burst with the rear selector (For switching 3-round burst / full-auto) & then uses safety near the trigger when switching into semi-auto which is correctly depicted. However, 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 reverting into full-auto which technically means that it's still set in 3-round burst.
  • AUG has access to GL 40 UBGL (Requires a new page for it), two kinds of unique scopes (A1 in 1.5x & A3 in 3x) & 42-round extended mags for extra supply points. The animation of switching fire mode is similar to FAMAS by having the shooter manipulate the nonexistent safety with his trigger finger while also has identical ammo checking animation like G36K due to using transparent mags.
  • The new cosmetics reveals have the characters armed while wearing uniform based on real spec ops units. The Urban Warden set is inspired by German SEK & Danish Special Forces, while the 'Rogue Spec Ops' & 'Rogue Cop' sets are based off Iraqi Special Operations Forces & Iraqi Federal Police respectively.

If people don't mind toward significant amount of new screenshots (Especially for one particular firearm) & can help me sorting these out, then that'd be appreciated. P.S. The official screenshots of GP-25, M26 MASS & Masterkey were taken from the Sandstorm Steam Update 1.8 Operation: Breakaway page while the rest were from the Sandstorm Twitter page instead. AgentHotel (talk) 12:12, 15 October 2020 (EDT)

Looks like some good info, just a couple things to point out:
  • I'm not sure how necessary the character cosmetic set images are; I'd add them for now (as, if nothing else, they make for neat trivia), though they might have to be removed later.
  • I don't think that buckshot shells for the GP-25 were ever manufactured, though there's nothing stopping a group of insurgents from making their own.
  • Some versions of the AUG actually do have a fire selector (essentially a button that stops you from pulling the trigger back all the way to go full-auto), though I'm not sure if the A3 is one of them.
  • It might also be worth pointing out that the FAMAS is missing the mounts for its integral folding bipod.
That's all I can think of at the moment; there might be more. Don't forget - this is a wiki. It's supposed to be iterated on and improved over time, so it's probably not going to be perfect on the first try. Pyr0m4n14c (talk) 21:48, 15 October 2020 (EDT)

Vector & P90 in Update 1.11

So, there'll be Vector & P90 in upcoming Update 1.11 for the Security's & Insurgents' Advisor respectively. However, so far NWI hasn't revealed any renders yet for some reason (The CTE was held in late August). Plus, apparently the P90 seems to be P90 Tactical which retains siderails like P90 TR, but with removable upper rail for mounting unique USG reflex sight with a couple different reticles called "Factory Circle" & "Factory Dot"; the P90 itself has custom railed handguard (Likely for airsoft due to being available for the Insurgents) when using underbarrel attachments & Gemtech suppressor. I also took some screenshots of both P90 & Vector with HUD disabled which also conveniently removed CTE watermark as placeholders, considering there might be fixes & tweaks (Especially for both variants of USG reflex sight which seem to have obstructive out-of-frame cut above the reticle due to modeling error). When I was checking the catalog of P90 on the official FN website, apparently both Tactical & USG variants are classified as separate variants. If that's the case, should they be treated as separate variants on IMFDB for identification purpose? AgentHotel (talk) 06:09, 14 September 2021 (EDT)

I'd figure that the USG variant would be a separate entry under the main one if an attachment turns it into a different variant - we have precedent for this, since that's how we handled the MP5A5 (which turns into an MP5SD6 when suppressed). Pyr0m4n14c (talk) 13:55, 15 September 2021 (EDT)
Both Tactical & USG variants are pretty much distinctive from TR & original variants respectively due to Tactical has removable upper rail for switching into USG reflex sight compare to TR whose upper rail is fixed, while the original has fixed reflex sight instead unlike USG variant. The default setup has removable upper rail with fiber optic sights on top of it which is denoted as Tactical variant, while equipping either "Factory Circle" / "Factory Dot" will remove the upper rail for attaching USG reflex sight. If that's the case, how do I suppose to create new entries for them on the P90 page (Along with providing proper hyperlinks for them)? Considering NWI seems to have tendency to bring "Obscure" firearms (Including variants) which weren't shown in any popular media like VHS-BG, Steyr GL 40, Tavor 7, etc. AgentHotel (talk) 23:22, 15 September 2021 (EDT)

Alpha AK

It looks like this is an AK-105 again, not sure which update changed it back.--AgentGumby (talk) 00:08, 21 February 2022 (EST)

ISMCmod

The ISMCmod, short for Insurgency Sandstorm Modding Collaboration, is a mod for Insurgency: Sandstorm that introduces several new weapons and customization options into the game, including attachments and cosmetics.

Handguns

Beretta M9A3

A Beretta M9A3 is introduced with ISMCmod, marked at 4 points.

Beretta M9A3 - 9x19mm Parabellum
The M9A3 in the inventory.
The modern Beretta in-hand.
Aiming down the updated, but still standard sights.
About to pull out an empty mag.
Lining in a new one.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX with integral muzzle brake chambered in .44 Magnum is available in ISMCmod.

Magnum Research Desert Eagle Mark XIX w/ stainless finish, railed frame, and railed and ported barrel - .50 AE
The official render of Desert Eagle, courtesy of the official ISMCmod Discord server.

FN Five-seveN

The FN Five-seveN is the last and the most expensive (7 supply points) of the mod's sidearms.

FN Five-seveN Mark 2 - FN 5.7x28mm
Preview of the Five-seveN Mk.2.
Out in a well-lit area of the nighttime Refinery with the FN57.
Iron sights.
Reloading the Five-seveN from empty.
Inserting another mag.

Glock 17

The regular Glock 17 that was once intended for Sandstorm's official release is included in the mod, with both 2nd and 3rd gen variants.

2nd Generation Glock 17 - 9x19mm
Holding a Gen 2 G17.
After 17 rounds, the slide locks back.
Reloading with a fresh polymer magazine.
Using the standard sights. Not seen here, the front sight glows in the dark.
3rd Generation Glock 17 - 9x19mm
Inspecting the tan-framed Gen 3 Glock 17.
The sights are a three-dot type on the Gen 3 model.
Blasting away some hollow-point 9mm in the sky.
Reloading.

Glock 18

A Glock 18C is part of the mod. It lacks select-fire and is full-auto only. It costs 6 supply points.

Glock 18C (3rd Generation) - 9x19mm
Using the fun-switch feature on a very dangerous wall.
The sight are the standard plastic Glock type.
Reloading with a Glock-brand Glock extendo clipazine.

Glock 19X Agency Arms

A heavily modified/customized Glock 19X is also included, resembling an Agency Arms G19X variant.

Glock 19X - 9x19mm
The Gucci-fied Glock 19 in the loadout.
And seen now in-hand.
Aiming with the raised 3-dot sights.
Reloads use the same animations from other pistols.

Glock 20

The Glock 20 is included as a 5-point cost sidearm.

Glock 20 (3rd Generation) - 10mm Auto
Since the Glock 20 is identical to the Glock 17, here's one customized with a TLR-1 HL flashlight and DeltaPoint Pro red dot sight.
Loading more of THE CENTIMETER after running out of ammo.

Glock 29

The compact 10mm Glock 29 appears as a low cost sidearm at 2 points, cheaper but with lower capacity than the G20.

Glock 29 - 10mm Auto
Ismcmod g29.jpg

Glock 34

A Glock 34 rounds out the mod's Glock arsenal, costing 5 supply points.

Glock 34 (3rd Generation) - 9x19mm
For some reason the pistol's texture won't render properly in this view.

Heckler & Koch USP45 Tactical

The Heckler & Koch USP Tactical is part of the mod, chambered in .45 ACP and marked at 3 points alongside the base game's M45A1.

Heckler & Koch USP SD with thread protector cap - 9x19mm
The USP Tactical in the inventory. The rear sight is bugged with another clipping into it.
The USP in-hand.
Aiming through the slightly bugged sights.
Dropping out the magazine.
Loading in a new mag.
Giving the slide a tug to rechamber the H&K.

MP-443 Grach

The MP-443 Grach is in ISMCmod, as an exclusive to the "REDFOR" (Russian) faction.

MP-443 "Grach" - 9x19mm
The official render of MP9, MP-443, and VR80; courtesy of the official ISMCmod Discord server.
A closeup of a gravity-defying Grach.
The MP-443 in the hands of a regular insurgent.
Aiming the pistol.
Loading up the Grach.

SIG-Sauer P230

A two-tone SIG-Sauer P320 is also available, costing 4 points.

SIG-Sauer P320 Full Size with two tone slide - 9x19mm
The P320 in the inventory loadout.
Wielding the SIG P320.
ADS view.
Reloading.
Thumbing the slide stop.

Smith & Wesson M&P9

An Agency Arms-customized Smith & Wesson M&P9 is another 4-point pistol, grouped with the P230 and P226.

Smith & Wesson M&P - 9x19mm
The S&W M&P9 in the loadout - note the added front slide serrations.
The Smith & Wesson in the hands of a Security operative.
Sighting in the pistol.
Loading up the M&P9.

Submachine Guns

Brügger & Thomet APC9 PRO

The Brügger & Thomet APC9 PRO is one of the submachine guns available in ISMCmod.

Brügger & Thomet APC9 PRO carbine - 9x19mm
The official render of APC9, courtesy of the official ISMCmod Discord server.
Holding the APC-9.
Reloading.
Releasing the bolt on empty. The animations are taken from the Mk 18.

Brügger & Thomet MP9-N

The Brügger & Thomet MP9-N is available exclusively to the REDFOR faction. There are two variants, a default unsuppressed version in the Secondary slot, and a "MP9SD" Primary slot variant with B&T's suppressor affixed. Both cost 5 supply.

Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm
Brügger & Thomet MP9-N with suppressor, red dot scope and unfolded stock - 9x19mm
Previewing the Secondary MP9...
...and the Primary variant.
World model of the MP9 with the suppressor affixed.
Holding the MP9.
Aiming - the front sight sits a bit low.
The reloads are from the MP7.
Actuating the bolt release from the speed reload, although it is actually the tab under the ejection port.

Heckler & Koch MP5A5

The base game's Heckler & Koch MP5A5 has a replacement handguard.

Heckler & Koch MP5A5 - 9x19mm
The mod's normal MP5A5 in the armory.

Heckler & Koch MP5A4

When the MP5A5 is equipped with fixed stock, it will turn into Heckler & Koch MP5A4.

Heckler & Koch MP5A4 - 9x19mm
The mod's MP5A4.

Heckler & Koch MP5SD5

The Heckler & Koch MP5SD5 can be made from combining the SD integral suppressor with the A4 stock.

Heckler & Koch MP5SD5 - 9x19mm

Heckler & Koch UMP45

The Heckler & Koch UMP45 is a new SMG introduced in the mod. It shares animations from the original MP5.

Heckler & Koch UMP45 - .45 ACP
Loadout preview of the UMP.
The UMP45 in-game. It comes with a foregrip by default.
ADS view of the sights.
It does have an animated four-position selector with all firemodes usable.
Locking the bolt back MP5-style.
Setting in a new magazine and about to HK-slap the UMP into battery.

SIG-Sauer MPX

The SIG-Sauer MPX is an added SMG of ISMCmod.

SIG-Sauer MPX (2019 version) with telescoping brace - 9x19mm
Preview of the MPX. It sports a brace rather than a stock. The HUD icon on the left shows the prototype version of the MPX.
The MPX held in-game.
Aiming through the somewhat low-detailed sights.
Reloading. Note that the upper receiver lacks the steel inserts seen on the production version of the MPX.
The fast bolt-release animation reveals the inside of the chamber and magwell aren't fully modeled, revealing the character's left hand.

Shotguns

Armscor VR80

An AR-15-style shotgun, the Armscor VR80 is an added shotgun in the mod. It reuses animations from the QBZ-03.

Getting a look at the right side of the VR80 shotgun.
Holding the VR80.
Using the flip-up sights.
The standard box mag reload.
Flicking out an empty mag on the fast reload.
Rechambering the VR80.

Mossberg 590A1

The Mossberg 590A1 from the previous game returns in ISMCmod. It is treated as a 5-point secondary weapon.

Mossberg 590A1 - 12 gauge
The Mossberg 590A1 in the loadout screen on the "Macedonia" custom map.
Holding the M590A1 back out on the base game's Farm level.
Aiming with the large ghost ring dog-eared sights.
About to rechamber the 590A1 from empty - note the part of the magazine tube normally covered by the pump is a black void here.
Reloading in the same manner as the other pump shotguns.

Saiga-12

A Hatcher Gun Company-style tactical Saiga 12 is part of the mod, available to the "REDFOR" faction. It uses 8-round magazines and has the wire stock from a Vepr-12, sans the folding mechanism.

Hatcher Gun Company Saiga-12 - 12 gauge
The official render of Saiga-12, courtesy of Cosku Camoglu's ArtStation page.
The tacticool Saiga-12 against a moody red background.
Wielding the Saiga.
Aiming with the same sights from the MPX.
Reloading the shotgun.
Working the action.
And the speed reload, again with animations shared from the AKs.
Underhand charging with the left hand.
Loading a customized S-12 up with a 20-round drum magazine.
The speed reload is overhand style, showing the 12 gauge shell chambering.

Assault Rifles

AK-74M

The AK-74M is included in the mod, alongside some of the updated AK-100 series.

AK-74M - 5.45x39mm
The AK-74M in the loadout. Earlier versions of the mod featured the original handguards, but the updated versions use Zenit handguards by default.
Loading up the AK-74M. Note the model is not an exact match; it lacks the folding stock retainer and has a ribbed dust cover from the base game AK-74 model. This is also seen with the -100 series below.
Inspecting the modernized 74.
Again, with a further customized variant with an Aimpoint CompM2, Zenit rail extension and foregrip, and a 6L31 quadstacked mag.

AKS-74U

A variant of the base AKS-74U appears as the "AKS-74UM" in the mod, intended for use with all of the added accessories.

AKS-74U with RIS handguard - 5.45x39mm
The AKS-74U with Zenit handguards in the armory.

AK-103

The AK-103 is the first of the AK-100 series in the mod.

AK-103 - 7.62x39mm
Previewing the AK-103.
The AK-103 in idle.
Inspecting the 103.
Reloading a black resin magazine.

AK-104

The AK-104 is also a part of the mod.

AK-104 - 7.62x39mm
The AK-104 with an AK PMag 30. Although not part of the customization menu, it is possible to scavenge and load original metal 7.62x39 magazines from a dropped AKM into the newer AK variants.
Ammo-checking an AK-104 modified with an Armalite buffer stock and RMR on a RS Regulate mount.

AK-105

Lastly, the AK-105 wraps up ISMCmod's AK-100 series.

AK-105 - 5.45x39mm
The AK-105 with a 6L31 quadstacked mag.
Inserting a magazine into an AK-105 modified with the Zenit rails, RK-0 foregrip, MAWL C1 light combo, and an EOtech HHS.

AK-12

The AK-12 is a part of the mod. It doesn't have a usable rear sight; an optic must be used. Both it and the AK-15 seen below feature the burst firemode setting.

AK-12 2018 - 2020 version - 5.45x39mm
The AK-12 in the loadout menu - the rear sight shows up when removing a sight, but this will not apply in gameplay, likely due to an animation limitation of the AK animation set.
Holding the AK-12 outfitted with a CompM5 red dot sight.
Changing the AK-12's fire selector - when in an ADS state and up on a wall or piece of cover, the animation can seen a little more clearly. Due to a limitation, the burst setting has the lever pop back into the auto position which is easily seen in this state.
Knocking out a spent AK-12 mag with another one.
Inspecting a customized AK-12 with "Norwegian Spray" paint and a GP-25 launcher.

AK-15

The AK-12's 7.62x39mm counterpart, the AK-15 is also usable.

AK-15 2018 - 2020 version - 7.62x39mm
Loadout view of the AK-15.
The AK-15 in-game, with a Leupold LCO sight.
Reloading the AK-15.
Charging the rifle.
An AK-15 modified with "Snakeskin Spray" and several attachments.

Colt CAR-15/Model 653

Two old-school Colt carbines labeled as "CAR-15s" appear in the mod, one as a 10" and the other as a 14.5". They most closely resemble the Colt Model 653; the longer variant just has a stepped barrel and the shorter variant uses an XM177-style flash hider by default. Both cost 3 supply points.

Colt Model 653 - 5.56x45mm
The "CAR-15" in the inventory screen - note the forward assist but no brass deflector, and stepped barrel.
The classic Colt Commando carbine in hand.
Aiming with the A1-style sights.
Flicking the fire selector.
Reloading with a STANAG.
The shorty Commando, it features the iconic Black Hawk Down/Blood Diamond camouflage finish. Note that this one has the thicker M4 profile handguards.
Equipped with the desert CAR-15.
The view through the same iron sights, just with a painted carry handle.
Removing a magazine on a reload.
Actuating the bolt release.
Ammo-checking with the Colt Carbine fully kitted out in 90s style.
Looking through the high Aimpoint.

Colt Canada C7A2

The Colt Canada C7A2 is another semi-oldschool Armalite variant, grouped alongside the above carbines as 3-point item. It uses the ELCan C79 by default.

Colt Canada C7A2 with ELCAN scope - 5.56x45mm
Previewing the C7A2. The stock does lack the Diemaco style recoil pad.
The C7A2 out on the nighttime Refinery. The first-person view reveals that the upper receiver is reused from the base game ARs; real C7A2 flat top receivers have the Picatinny rail slightly stepped higher than the charging handle.
Fortunately, the backlit sky provides some nice contrast to see the ELCan reticle.
Reloading the C7, just like all the other ARs. It is missing the correct Canadian style sling mounting plate.

Daniel Defense M4V7/M4A1 Block II

A form of the M4A1 Block II made with a Daniel Defense M4V7 upper - it appears simply as the "M4A1 Block II". It costs 10 loadout points.

M4A1 Block II - 5.56x45mm NATO
Daniel Defense M4A1 - 5.56x45mm NATO
Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO
The M4A1 Block II in the armory.
Ammo-checking reveals a good look at the rifle, showing the M4V7 inscription.

Daniel Defense MK18

The Daniel Defense MK18 is included in the mod. By default it uses the same B5 stock and A2 grip like the original Mk18 and the Block II above, although the appropriate DD furniture can be equipped.

Daniel Defense MK18 SBR with DD magazine - 5.56x45mm
Previewing the DD MK18, with the stock and grip equipped.
An operative armed with the MK18, the distinct sling mount here is visible.
The sights are basically the same as the base game.
Reloading...
...and releasing the bolt.

Daewoo K2C1

The Daewoo K2C1 appears as the "K2" in the mod.

Daewoo K2C1 - 5.56x45mm NATO
Holding the Korean rifle.
Changing magazines.
When empty, the charging handle will be used with an underhand technique. The bolt doesn't lock back so that the rifle can use the QBZ-03's animations.

FN SCAR-L Mk16

A FN SCAR-L is part of the mod, under the "Mk16 SCAR-L" name. It has a slightly-longer than CQC length barrel.

FN SCAR-L CQC - 5.56x45mm NATO
The SCAR-L in the loadout menu.
In usage, not looking too different from the official SCAR-H.
Aiming, again not really different from the -H.
The reload animations do carry over quite well, though.
Chambering the Mk16.

Heckler & Koch G36C

In addition to the base game's G36K, the Heckler & Koch G36C is also an available option.

Heckler & Koch G36C - 5.56x45mm NATO
The G36C in the loadout menu.

Heckler & Koch HK416

The Heckler & Koch HK416 is another available carbine in the mod, costing 9 supply points. It comes in 10.5" and 14.5" configurations; both cost 9 points.

Heckler & Koch HK416 with 10.4 inch barrel - 5.56x45mm NATO
Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO
The compact carbine HK416 in the loadout.
The HK in-game. Notably, it is an older variant despite the newer A5/A7 variations.
Aiming with the rail-mounted diopter sights, a staple of the earlier HK piston series.
Chucking out an empty STANAG.
Clacking the bolt into battery.
The standard-length 416 carbine.

Knight's Armament Company PDW

The KAC PDW is introduced in the mod, as a low cost (5 points) compact carbine.

KAC PDW with 10" barrel - 6x35mm
The KAC PDW in the armory.
A Security op holds his unique 6x35mm PDW.
Looking through the generic flip-ups.
Reloading is also shares the usual Armalite animations.
Getting a view of the chambering animation.

Mk 18 Mod 0

A variation of the base game's M4A1 that appears as the "M4A1 SBR". It appears to be a bog-standard Mk 18 Mod 0 compact carbine.

Mk 18 Mod 0 with round handguards and LE stock - 5.56x45mm NATO
The Mark 18 Mod 0 in the armory, with its round handguards and LE stock.

Noveske N4/VLTOR MUR AR-15

A custom built select-fire AR-15 (appearing as such, with 5.56, .300 BLK, and 10.5" and 14.5" variations) that is part of ISMCmod. It appears to be a mix of a Noveske N4 flared magwell lower, with a VLTOR MUR upper receiver, and a BCM handguard. It is one of the more expensive items, costing 20 points.

Noveske N4 CQB - 5.56x45mm NATO
Previewing the "AR-15" in the 10.5" .300 BLK flavor. It is equipped here with a BCM Gunfighter stock to match the forend.
Wielding the custom AR build.
Ammo-checking reveals a good look at most the carbine.
Reloading a magazine.
The 14.5" with numerous customizations.
Inspecting the longer variant.
Reloading another PMAG 40.

Remington ACR

The Remington ACR with a 10.5" barrel is introduced with the mod.

Remington ACR with 16.5" barrel, tan finish, 5-sided handguard, and STANAG magazine - 5.56x45mm NATO
Remington ACR PDW - 5.56x45mm NATO
A loadout look at the ACR.
The ACR in-game.
Aiming with the detailed Magpul MBUS.
Working the fire selector.
The transparent magazine also feeds correctly, as seen when ammo-checking.
Reloading the ACR - the reload animations all seem to come from the G36, with the trigger finger actuating the bolt release when empty.

SIG SG 552

A SG 552 is part of the mod, appearing as the "SG552 Commando" and costs 7 supply points.

SIG SG 552 with scope rail attached - 5.56x45mm
The official render of SG 552, courtesy of the official ISMCmod Discord server.
The SG 552 in the selection screen.
And in hand here. Both SG variants mount AFGs by default.
Aiming with the standard 552 sights.
Pulling out the magazine - the reload animations come from the Galil; the users thumb can be seen clipping into the larger trigger guard here.
The bolt also doesn't lock back, again as the mod is limited to using the Galil animations.
Speed-reloading the 552 Commando.

SIG SG 553R

The SG 553R is also included, as the "SG553R" and has the same price as the 552 Commando above. It is available to both the BLUFOR and REDFOR factions.

SIG SG 553 Russian - 7.62x39mm
The SG 553 Russian in the armory. It uses a railed handguard by default. The lower receiver also lacks the correct indent shape.
The 553R in hand. The bolt catch is also still present, which is not seen on actual 553R/556 Russian variants.
Aiming with the familiar RIS sights.
Reloading with the 7.62x39 PMAG.
Charging the 553R. The Galil animations work a bit better here as the bolt won't lock open with these styles of mags.
Kicking out another mag with the emergency reload.
Rechambering underhanded style.

SIG-Sauer MCX VIRTUS

The SIG-Sauer MCX VIRTUS appears in the mod as the "MCX .300 BLK". It is another expensive loadout option at 20 points, but is extremely modular. By default, it features a SUR300-style integrally suppressed upper receiver fitted with a 16" SD handguard, but equipping any other muzzle device changes the upper to the 11.5" VIRTUS variant.

SIG-Sauer MCX VIRTUS SBR with 11.5" barrel - 5.56x45mm NATO
The mod's standard MCX configuration with a collapsible stock. The HUD icon on the left shows the MCX Patrol pictured below.
The MCX out in gameplay.
Aiming.
Thumbing the fire selector.
Reloading a black PMAG.
Chambering the MCX.
The MCX VIRTUS with the 5-position telescoping/folding stock and a Surefire muzzle brake.
Another custom variant with the visor-compatible stock.
Lastly, with the Thin Profile side-folding stock.
Checking the customized MCX VIRTUS.

SIG-Sauer MCX Patrol

The SIG-Sauer MCX Patrol is seen in a render from one of the asset creators, but appears to have been replaced with the VIRTUS variant.

SIG-Sauer MCX Patrol - 5.56x45mm NATO
The official render of SIG-Sauer MCX, courtesy of Cosku Camoglu's ArtStation page.

Battle Rifles and Sniper Rifles

Desert Tech MDR

The Desert Tech MDR in 7.62x51mm NATO is included in ISMCmod. It is select-fire and mounts a grip by default.

Desert Tech Micro Dynamic Rifle - .308 Winchester
An operator aims his FDE MDR, courtesy of Dean Forsyth's ArtStation page.
Another operator prepares his suppressed MDR, again courtesy of Dean Forsyth's ArtStation page.
The black MDR in the loadout screen.
As seen in the hand. The selector switch is animated.
Aiming with the distinct KAC sights.
The shell casings can also be seen forward-ejecting visibly when firing while ADS.
Pulling the charging handle on the regular reload. The reload animations are cleverly reused from the Tavor 7 as both rifles have a fairly similar manual-of-arms.
Dumping out a magazine on the speed-reload from empty.
And in with a new one - the mag swap is more visible in this animation. The bolt release is then pressed.

DSA SA58 OSW

The tactical counterpart of the base game's FAL, the DSA SA58 OSW is introduced with the mod.

DSA SA58 OSW - 7.62x51mm NATO
The official render of SA58 OSW, courtesy of Dean Forsyth's ArtStation page.
The SA58 OSW in the loadout menu. It uses AR-buffer stocks by default.
Holding the SA58 with the same mag-grip technique from the original FAL.
Aiming with the low-profile iron sights.
Reloading a Moses Machine Works polymer magazine.
Pulling the para style folding charging handle.
Speed-reloading the OSW customized with 30-round magazines and a SIG BRAVO4 scope.
Using the bolt release, just like the same quick-empty reload from the original FAL.

Heckler & Koch HK417A2

The Heckler & Koch HK417A2 is a new battle rifle included in the mod. It comes with both 13" and 20" configurations, and is semi-auto only. It costs 20 supply points.

Heckler & Koch HK417 with 12" barrel - 7.62x51mm NATO
Heckler & Koch MR 762 A1 with 14.7” Modular Rail System handguard - 7.62x51mm NATO.
Previewing the stubby HK417A2, which has the original RIS forend.
The 417A2 13" outfitted with a Leupold HAMR stacked optic.
Performing the regular reload with the transparent 20-round magazines.
Rechambering the 417.
The longer HK417A2 in the loadout screen. This one uses the HKey handguard.
And as seen in-game with a Nightforce scope and bipod.
Looking through the optic.
Dumping out an empty mag.
Smacking the bolt release.

Knight's Armament Company M110A2/K2

The Knight's Armament Company M110A2 and M110K2 variants are included as sniper rifles in ISMCmod, both costing 20 supply.

Knight's Armament M110K5 - 7.62x51mm
A look at the M110A2's model in the loadout.
The M110A2 equipped with the Leupold Mark 4 scope.
The view through the Mark 4.
Removing a used magazine.
Sliding in a new one.
Trigger-fingering the bolt release.
The shorter-barreled M110K2 in the armory.
Holding a customized M110K2 with a SpectreDR scope and a Leupold red dot on top.
Reloading another PMag.

Remington 700P MLR

A .338 variant of the original M24 rifle appears as the "M24 .338 Lapua" in the mod.

M24A3 - .338 Lapua Magnum, similar to the mod's variant.
The M24 .338 Lapua" in the inventory preview.

Other

RGD-5 hand grenade

The F-1 hand grenade from the base game is replaced with a RGD-5 hand grenade for the REDFOR faction.

RGD-5 High-Explosive Fragmentation grenade
The grenade in the inventory screen.
Holding a RDG-5.

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