Work In Progress
This article is still under construction. It may contain factual errors. See Talk:Payday 3 for current discussions. Content is subject to change.
|
Payday 3
|
PC Boxart
|
Release Date:
|
September 21, 2023
|
Developer:
|
Overkill Software Starbreeze Studios
|
Publisher:
|
Deep Silver
|
Series:
|
Payday
|
Platforms:
|
PC, PS5, Xbox Series X/S
|
Genre:
|
First-person shooter
|
|
|
Payday 3 (stylized as PAYDAY 3) is a 2023 Swedish cooperative first-person shooter game, and the sequel to 2013's Payday 2. The game continues to follow the Payday Gang as they return to a life of crime and move away from Washington, D.C. to commit more daring robberies and heists across New York City.
The following weapons appear in the video game Payday 3:
Overview
Some of the finer details of weapon and inventory customization have been changed from the previous game. Attachments are no longer locked behind "card drops" or Continental Coin purchases, and are instead unlocked by earning "Weapon XP" through completing heists with any primary/secondary equipped. Once unlocked, attachments can be equipped by paying a cash fee. There is an additional currency type called "C-Stacks" which is either purchased in limited supply at the shop at an increasing cost (which resets weekly) or by completing daily challenges. Some of the last-unlocked weapon attachments will cost C-Stacks instead of cash to equip. Weapons can also be cosmetically customized with paint, stickers, and charms that mount onto the side of the weapon. Primary and secondary weapons themselves must still be unlocked by levelling up before being purchased with in-game currency. Furthermore, a new feature in Payday 3 is the addition of "preset weapons". These weapons are equipped with preset attachments that cannot be customized, while containing a weapon skin exclusive to the preset. Other than that, there is virtually no difference between the "preset weapons" and the regular weapons with the same attachments.
A new class of weapon is added into the series called "Overkill weapons". These powerful weapons can be called in to be dropped via helicopter after the alarm has been raised, but they cannot be holstered and have a limited ammo supply. They are available to be called in after earning enough "Overkill Weapon XP" by completing objectives and killing enemies during any given heist. As of now these weapons cannot be customized or purchased, and are treated more as equipment items.
There are a couple of additional changes to the base gunplay: Payday 3 tracks the bullet in the chamber for most weapons. When spawning in or performing an empty reload, all firearms except for the revolvers and double-barreled shotgun can load an additional round by performing a tactical reload. Reload animations are also staged, meaning the player can interrupt most reloads at various points in the animation (mag out, mag in, charging handle/rechamber) and the weapon will remain in that state until the animation can be continued.
Pistols
Beretta 93R
A Beretta 93R was added to the game as the "Picchio Duro 5" ("picchio duro" being a literal Italian translation of "hard woodpecker") as part of the "Chapter 3 - Houston Breakout" DLC pack. It properly fires in 3-round bursts, unlike its incarnation in the previous game. Its only magazines are the default 15-round box, an extended 30-round stick mag, and a "Quick-Pull" magazine.
Beretta 93R with optional unfolded shoulder stock - 9x19mm
"The name of this pistol roughly translates to "hard woodpecker." That works on a couple levels. It conveys the unrelenting of the gun's burst fire spray, and it's an innuendo for... well, use your imagination." The weapon previewed in the shop.
Joy admires the Brooklyn Bridge at night, accompanied by her Beretta.
The inspect animation. Ejecting the magazine...
...and inspecting both it and the round in the chamber at the same time. How said round isn't being ejected isn't clear; it even wiggles a little.
Aiming. No night sights, unfortunately for Joy.
Performing a clean little tac-reload to get that extra round.
When running dry, however, the player character very exaggeratedly flicks the gun up and forward, flinging the magazine away. It's visible at the bottom of the frame.
Browning Hi-Power
A Browning Hi-Power was added to the game as the "Jackknife SE5 Pistol" as part of the "Chapter 4 - Fear & Greed" DLC pack. Due to the default color scheme and distinctive "ring" hammer, it is quite likely that the "Jackknife" is intended to be the competition version of the Hi-Power, the Browning Hi-Power Practical. The gun's damage and recoil profile in-game as well as its 10-round capacity also suggest it to be chambered in .40 S&W, rather than the much better known 9mm version.
Commercial Browning Hi-Power Mark III - 9x19mm
"A sleek and old-school classic that never goes out of style. Home defense, military operations, or a good old street shootout, this pistol's got what it takes. It's reliable and sturdy, with a nimble profile" The pistol in the shop.
Houston enjoys his freedom and un-broken fingers on the roof of the New York Stock Exchange. He is accompanied by his Browning.
The default iron sights, nothing fancy.
Inspecting the right side of the weapon.
About to insert a fresh mag, and missing the magwell for a moment.
About to flick the empty mag out of the gun.
Argentinian Hi-Power with Recover Tactical HPC-02 grip/rail system - 9x19mm Parabellum
The "Shock Panel" grip option will give the weapon a Recover Tactical HPC-02 grip/rail system. The Browning can also equip a different set of iron sights, making it the third weapon and first non-shotgun in the game to have this option.
IMI Desert Eagle Mark XIX
An IMI Desert Eagle Mark XIX was added to the game as the "Garstini Viper .50AE Pistol" as part of the "Chapter 4 - Fear & Greed" DLC pack. Its name may be a reference to the Gigantophis garstini, a prehistoric snake estimated to be the largest snake ever discovered. While a step down from the .500 Magnum in terms of raw power, it is still certainly capable of popping any SWAT helmet in a single shot.
Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE
"ITI and John & Mason came together to design a high-caliber military pistol that would be ideal for desert warfare. However, it ended up way too heavy for that purpose. Lucky for you, this semi-auto hand cannon has found its way to the streets. Whoever you aim this at will need a change of shorts." The handgun in the shop.
You sure your hands are healed-up enough for .50 AE, Houston?
A very readable set of iron sights.
Admiring the afternoon light reflecting off the stainless finish.
Houston proves his renewed constitution by performing a flashy one-handed press check on one of the highest caliber handguns you could perform one on. The extractor seems to be humoring him.
And how could it be an inspect animation without something being thrown up in the air?
Grabbing a fresh magazine after retaining the old one.
The empty reload, of course, starts with a completely unnecessary spin.
About to give the slide a full-overhand reset. Since any optics mount on the forward Picatinny rails, there's no need to worry about clipping.
The Desert Eagle has a fairly wide array of barrel options, including the fluted barrel of the .44 version, a barrel with an integrated muzzle brake, a hilariously oversized long barrel that appeared in the previous game, and... this thing. In fact, the Desert Eagle in
Payday 3 cannot equip any muzzle devices, so this is your only option if you want a suppressed handcannon. The "Garstini Viper" is also the second handgun capable of equipping a scope.
Glock 17 MOS
The Glock 17 returns from Payday 2, now modeled after the Gen 5 MOS version and renamed to "Stryk 7", referencing the Glock 18C's name in the previous games (Stryk 18c). The new name may also be a reference to the infamous "Glock 7" scene from Die Hard 2. The weapon uses 17-round magazines by default. These can be upgraded to 31-round extended magazines (which use a magazine model that is too small to actually fit that many rounds), or "Quick-Pull" magazines that increase reload speed.
Glock 17 MOS (5th Generation) - 9x19mm. The in-game weapon does not have front slide serrations, but does have the grip of this version.
"This bestselling pistol has a stellar rate of fire. Only friend you'll ever need." The pistol in the loadout menu.
In lieu of a safehouse, Hoxton is forced to gander at his Glock from the roof of a local bank.
Iron sights, as blocky and utilitarian as the rest of the weapon.
Hoxton inspects the left side of his weapon while striking rage into the hearts of firearm enthusiasts everywhere.
After dumping the mag, the player character loads in a new one.
SIG-Sauer P226 Legion
The SIG-Sauer P226 Legion replaces the original P226 from Payday 2, but still retains the name "Signature 40". It is the first unlocked handgun and loads a 12-round magazine; given this, the name of the weapon, and its damage profile in-game, it can be safely assumed that the weapon is once again chambered in .40 S&W. The other magazine options are the standard "Quick-pull" magazine and an extended 20-round magazine.
SIG-Sauer P226 Legion - 9x19mm
"Make your first shot count with this accurate, highly controlled sidearm. One and done, baby!" The weapon in the shop.
Preparing to get back into the saddle, Chains checks his sidearm on the roof of a soon-to-be-robbed bank.
Unfortunately, it would appear that Chains has completely forgotten his trigger discipline in the time he's been retired.
Inspecting the right side of the gun while continuing to disregard the concept of firearm safety. Currently, all of the base-game firearms (except the automatic rifles and Overkill weapons) have generic inspect animations similar or identical to this: Left side, right side, finger on the trigger. The assault rifles were granted significantly more detailed inspect animations in a patch, so perhaps one day the rest of the game's arsenal will get a similar treatment.
Realizing he forgot to bring a suppressor, Chains loads a fresh magazine.
After flicking out an empty mag, the player character inserts a new one with their thumb ready to hit the slide release.
SIG-Sauer P320-M17
The SIG-Sauer P320-M17 appears as the "Signature 403". It is chambered in 9mm and holds 17 or 21 rounds in each of its magazine options.
SIG-Sauer P320-M17 - 9x19mm
"A versatile handgun with the U.S. Army's stamp of approval. Stable and reliable." The weapon in the shop.
On a bleary day in New York City, Wolf checks out his new handgun.
Irons. The modular and removable nature of the rear sight is unfortunately never utilized, as optic attachments just mount on top of the plate.
Wolf admires the left side of the weapon.
Well, robbing a jewelery store at gunpoint probably isn't the best display of firearm safety anyways...
Running empty, the player character quickly stuffs a new mag in. Unfortunately, the barrel is not depicted as tilting.
Tugging the slide to chamber a round.
STI Perfect 10
A silver-coloured STI Perfect 10 appears as the "SP Model 11". Previously the hammer was always shown in the down position, which would make shooting the gun impossible. This has since been patched. Magazine options include 10 and 18-round capacities. There also exist various modifications to the grip and trigger guard, some of which remove the weapon's distinctive flared magwell.
STI Perfect 10 - 10x25mm Auto
"The world hits hard, but the Model 11 hits harder. Bigger cartridge means greater firepower." The pistol in the shop preview screen.
Pearl hides on the roof of the Gold & Sharke Bank with her shiny new handgun.
Stock irons. The rear sight is replaced with an optics mount when equipping a sight, much like the P320 is supposed to.
Making sure she's truly alone, Pearl indulges in the greatest sin.
Lay thine eyes upon the desecration of firearm safety and weep.
Giving those slide serrations some proper use.
Revolvers
Smith & Wesson Model 29
The Smith & Wesson Model 29 returns from Payday 2 as the "J&M Castigo 44" (combining its original Payday 2 name with a spoof of Smith & Wesson from OVERKILL's The Walking Dead as a prefix) with an obligatory Dirty Harry reference in its flavor text making up for a lack of one in Payday 2. While it somehow deals less headshot damage than the below .357 Chiappa, the .44 will more reliably put down a SWAT with 2 to center-mass.
Smith & Wesson Model 29 - .44 Magnum
"Do you feel lucky, punk? Well, you should. This handgun's the apex of firepower, and it's all yours." The revolver as it appears in the shop.
Dallas creeps on the balcony of a night club with his trusty six-shooter.
The irons come with two differently-colored night sights! The rear U-notch is colored white and appears yellow here due to the lighting where this screenshot was taken.
Oh no, not you too, Dallas...
With trigger discipline like that it's no wonder the bouncer didn't let him in.
Reloading with the left hand, quick and simple. You don't want to know how the player character closes the cylinder.
Smith & Wesson Model 500
A Smith & Wesson Model 500 was added into the game as the "Bullkick 500" as part of the "Chapter 2 - Boys In Blue" DLC pack. It is far and away the most powerful secondary weapon in the game, capable of one-shotting anything less than a shield with a hit to the torso within its effective range. Due to its low armor penetration, however, it is nearly useless against a Bulldozer.
Smith & Wesson Model 500 (8.75" Barrel) - .500 S&W Magnum
"It's a goddamn handheld siege cannon! This revolver requires a firm grip if you wanna keep your wrists intact. However, if each shot from this kicks the shit out of you, imagine what it does to those on the business end? You'll be cancelling people's life subscriptions left and right." The revolver in the shop preview screen.
Pearl prepares to thoroughly bruise her hands at a New York dockyard.
Iron sights. The red dots are a nice bonus, considering you really don't need to aim for the head with this thing.
Admiring the shiny nickel finish.
The inspect animation concludes with a flashy (and inadvisable) twirl around the finger, a spin of the cylinder, and an equally inadvisable flick to close it back up.
Instead of using the extractor, the player character opts to empty the spent cylinder by
twirling the open revolver around their finger, which causes all the casings to fly out.
Then a speedloader is used, and of course the revolver is flicked shut. This isn't an easter egg reload: This is the normal animation and will happen each and every time you reload this weapon.
The massive power of this hand-cannon is tempered by its relatively realistic depiction of its recoil: The rate of fire is low not due to a limitation in the mechanics of the trigger, but due to the heister needing to recover from the immense kick of the previous shot.
A fairly absurd configuration of the .500 Magnum. Before the Fear and Greed update, this was the only secondary weapon capable of equipping a magnification optic.
Chiappa Rhino 50DS
A Chiappa Rhino 50DS appears in the game as the "Sforza Bison", a clever pun on the revolver's name being based on a big herbivore mammal. Its low-bore barrel and more modest caliber provide excellent recoil control at the expense of slower handling.
Chiappa Rhino 50DS - .357 Magnum
"Cutting edge barrel design limits muzzle rise, improves shock absorption. Less kick for more damage." The revolver in the shop.
After failing to be considered a class act by the bouncer, Dallas pouts on the balcony with his Italian wheelgun.
Despite being significantly more modern, the sights of the Chiappa are adorned only with a single red post.
And despite being significantly more experienced in handling firearms...
...Dallas just don't care.
Reloading with the FBI method. This takes a bit longer than the S&W, but is a lot nicer on the crane.
Submachine Guns
Unlike the previous game, submachine guns are no longer classified as secondary weapons, which is for now reserved exclusively for sidearms. The only current exception to this is the MasterPiece Arms MPA30DMG.
Heckler & Koch MP5A2
A Heckler & Koch MP5A2 was added into the game as the "ATK-7" as part of the "Chapter 2 - Boys in Blue" DLC pack. The submachine gun is customized with a picatinny rail handguard to facilitate underbarrel grip attachments. Equipping the "Hollow Frame" stock modification will replace the fixed stock with that of the MP5A3.
Heckler & Koch MP5A2 with "tropical" wide handguard - 9x19mm
"As an SMG, this beaut comes ready for a fight out of the box. Hell, it's so easy to operate that you might consider using a blindfold to even out the odds. Low recoil, good accuracy, and and impressive fire rate make this a must-have for anyone in the heisting business!" The submachine gun in the game's loadout screen.
Hoxton prepares to remedy the game's prior lack of a proper HK slap.
Aiming down the sights, which are thankfully much more open than in the previous game.
Inspecting the SMG involves taking the mag out...
...ejecting the round in the chamber...
...and catching it back in the magazine. The pigeons are very impressed.
Reloading after attracting a larger audience. The animators for
Payday 3 have also fallen for the recent videogame trend of always locking the bolt back when loading the MP5, even for tactical reloads. This means both animations are roughly identical, and both finish off with the Slap. Somehow a tactical reload will still grant an additional +1 bullet in the chamber, despite the bolt being locked back.
Heckler & Koch MP7A2
The Heckler & Koch MP7A2 returns from the previous game, renamed to "SG Compact-7", taking cues off the MP5's name from the previous game (Compact 5) as both SMGs are made by H&K in real life. The weapon by default loads from a 30-round magazine, with the option to use the flush-fitting 20-round mag or the more common 40-round "extended" magazine, as well as the ubiquitous "Quick-Pull" mag.
Heckler & Koch MP7A2 - 4.6x30mm
"A low-recoil personal defense weapon, for when you need to personally defend all the cash you stole." The gun in the shop screen.
Armed and dangerous on an NYC roof.
This time around, we're using the flipped-up rifle sights! At least, until you unlock an optic.
Once again, the egregious default inspect animation.
Or maybe Wolf just doesn't care about firearm safety, which is quite likely.
The dry reload ends with a very strange maneuver in which the player character open-hand smacks the bolt release paddle with their thumb. Perhaps this was a result of the animators wanting to do an H&K slap, but not having a proper weapon to perform it on. Thankfully the above MP5 added in the Boys in Blue update remedied this.
The stock options for the MP7 are... dire. This affront to god is a result of Starbreeze not wanting to model unique stocks for weapons and instead just slapping the CAR-4's options onto everything.
IWI Uzi Pro
The IWI Uzi Pro replaces the Micro Uzi from the previous game as the "ZIV Commando". Despite firing in full-auto, it is modeled after the pistol variant. However, it is depicted as firing from a open bolt in-game and is still somehow capable of loading an additional round in the chamber. Unfortunately, the fire selector is incorrectly set to safe.
IWI Uzi Pro Pistol - 9x19mm
"Want handleability? Want portability? Want a-fuck-ton-of-bullets-ity? Here's the SMG for you!" The weapon in the shop.
Joy enjoys the view after successfully sneaking a machine pistol onto the roof of an art gallery.
Aiming at the NYC skyline.
Checking the right side. The choice to depict the weapon as firing from an open bolt may be an indication that the gun was converted to do so in order to facilitate full-auto fire.
Inserting a fresh magazine, which should not allow an extra round to be loaded but does so anyways.
Pulling the charging handle on an empty reload, which has accordingly locked forward.
LWRC SMG-45
The LWRC SMG-45 was added into the game as the "WAR-45" in the "Chapter 1 - Syntax Error" DLC pack. By default it uses the stock seen on earlier models of the SMG-45.
LWRC SMG-45, 2020 model - .45 ACP
"WAR! Huh, yeah! What is it good for? Designing the strongest SMG around! Good God!" The SMG in the shop preview screen. The gun's in-game description is a reference to the lyrics of the song "War" by The Temptations (as well as
the later cover by Edwin Starr).
Pearl suntans on the roof of a bank with her SMG.
Standard folding sights. These are folded down when optics are equipped.
Inspecting the weapon by popping out the 25-round magazine.
Giving the mag a flip. Relatively tame by recent inspect animation standards.
About to check the chamber. Will the bolt reveal a .45 ACP bullet? That's a secret you aren't ready for yet...
The tactical reload is what you'd expect. Mag out, mag in.
The empty reload is a bit unorthodox, however. The player character will reload with both mags sandwiched together (which probably would have been a better idea for the tactical reload)...
...before pulling the charging handle
with the empty magazine. And then just dropping it.
MasterPiece Arms MPA30DMG
A MasterPiece Arms MPA30DMG converted to fire in full-auto was added to the game for free as the "Tribune 32" on the release of the "Chapter 3 - Houston Breakout" DLC pack. It is classified in-game as a secondary weapon, unlike the rest of the weapons in this category.
MasterPiece Arms MPA30DMG - 9x19mm
"This is the greatest and best machine pistol in the world... Tribune. With its advanced ergonomic grip design, this firearm handles like a dream. A comfortable gun is an accurate gun, and an accurate full-auto secondary weapon is a force to be reckoned with. Needless to say, your enemies will be stunned." The weapon in the shop, complete with a reference to the song "Tribute" by Tenacious D.
Dallas treats his new tan gun to some new tan lighting.
Iron sights. Small, but a machine pistol isn't expected to be used for distance shooting.
Inspecting the gun of course starts with a flashy spin.
Followed by a chamber check, using the magazine to pull the bolt back.
The empty reload involves the incredibly dubious maneuver of somehow kicking the magazine out AK-style.
SIG-Sauer MPX
The SIG-Sauer MPX returns, now being modeled after the 2nd generation version and renamed to "FIK PC9", with the company name "FIK" being a spoof on SIG, a name previously used in OVERKILL's The Walking Dead.
SIG-Sauer MPX SBR, Gen 2 - 9x19mm
"A sturdy submachine gun that uses AR design features to enhance range. Sexy stuff." The submachine gun in the shop.
Dallas brings his SIG to the nightclub.
Standard flip-up irons, similar to the MP7's.
Rest, traveler, for the horrors of absent trigger discipline are nearly at an end.
At least, until you scroll down to the shotguns...
The quick reload speed alleviates the lackluster damage somewhat.
About to grab the charging handle at the end of a dry reload.
Rifles
AKM
The AKM returns from Payday 2 under the new name "KU-59". Its extended mag is a strange, slab-sided Bakelite magazine that holds 45 rounds.
"A Soviet classic, these bad boys are still popular even now. Effective, reliable, and they hit like hell." The rifle in the shop preview screen.
Pearl readies her rifle to storm a dockyard, wondering what was wrong with the name "AK 7.62".
A sight picture that has transcended generations.
Left side of the stock AK.
Bullets, always a good thing to bring to a robbery.
We've even got one in the chamber! Score!
The tactical reload involves using the new mag to kick out the old with
extreme force. It even turns into a physics object so you can watch it bounce around the environment.
The "Trad Grip Barrel" attachment gives the rifle the handguard of the
PM md. 63, and optics will summon a Warsaw Pact rail-to-picatinny mount when equipped. Strangely, it is still possible to "equip" foregrips while using this barrel, they just won't appear visually.
Colt Law Enforcement Carbine
The "CAR-4" returns from Payday 2, although the model is now of a Colt Law Enforcement Carbine rather than a proper M4A1. Despite this, it features the third pin that is present on select-fire AR-15 lower receivers.
Colt LE6920 SOCOM - 5.56x45mm NATO
"The everyman's rifle, this well-rounded carbine is a must-have when shit hits the fan." The assault rifle in the game's loadout screen.
Atop the Secure Capital Bank, Chains cradles his oldest friend.
Aiming down the carry handle sights, minus the carry handle.
...and the magazine. He then fixes the misaligned cartridge with a swift tap against the magwell and re-loads it.
Sensing that the automatic gunfire in the middle of the city has perhaps drawn attention, Chains prepares to load a fresh magazine.
When empty, the player character dramatically swipes the dry mag out to the right, before loading a new one and thumbing the bolt release.
Colt Model 901
The "Ranged Barrel" is a full 20" M16A4 style upper (KAC M5 RAS included), producing a Colt Model 901/RO901 type configuration albeit with the collapsible stock by default.
Colt Model 901 - 5.56x45mm NATO
Geissele URG-I/Super Duty
The trailers and promotional screenshots show an AR-15 variant loaded with Magpul PMags, and fitted with a Magpul CTR carbine stock, KAC iron sights, a Surefire SOCOM muzzle brake, and a Geissele URG-I 14.5" upper, and three variants are usable by NPCs, but as of launch, it is not available to the player. Friendly bots use it without any additional attachments, low-level SWAT units use it with only an Eotech XPS (also not usable by the player), and higher-level units use it with the XPS, as well as a black AN/PEQ-15 mounted on the top rail, a large weapon light on the right side MLOK rail, and a suppressor.
The sighted variants retain the iron sights but folded, in a back-up sight configuration.
The URG-I upper receiver - 5.56x45mm NATO
An AI controlled teammate using the URG-I in its unadorned configuration.
The sighted version of the rifle, freshly dropped by a SWAT member.
The fully kitted out version, also freshly dropped.
Mk 18 Mod 0
Equipping the "CQC Barrel" turns the LE Carbine into a Mk 18 Mod 0.
Mk 18 Mod 0 with standard M4 handguard, railed top, rear sight and 6-position stock - 5.56x45mm
The "CAR-4" modified with a short barrel. When equipping any sight to the weapon, the front sight will be replaced with a low-profile gas block.
FAMAS Valorisé
A FAMAS Valorisé was added to the game as the "Chanit S3" as part of the "Chapter 3 - Houston Breakout" DLC pack. As is typical for videogame adaptations, it is exclusively operated in 3-round burst mode in-game.
FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.
"You want to talk about rate of fire? Let's talk about the Chanit. Pull the trigger once on this burst fire beast, and it will look like you impaled your target with a giant spear. That's a lot of bullets hitting the same spot at the same time." The rifle in the shop. Its description somewhat oversells the power of the weapon.
Dallas holds his updated bullpup on the balcony of the Neon Cradle.
The FAMAS's iron sights - compared to the previous game, these have been heavily cropped.
Then folding out the bipod legs for no other reason than boredom, presumably. No, they are not usable in actual gameplay.
Punching the side of the receiver somehow convinces the bipod legs to return to their stowed position.
Mags are swapped with the right hand when retaining ammo.
When running dry, the player character will actuate the mag release paddle with the back of their thumb, and knock the spent mag out from the front with the new mag like an inverted AK-reload.
Tugging the charging handle.
FN SCAR-H
The FN SCAR-H returns as the "VF-7S". Strangely, instead of just stretching the standard magazine model like most games, the extended magazine model for the SCAR appears to be a .308-chambered Magpul magazine.
FN SCAR-H STD - 7.62x51mm NATO
"A high-precision rifle used by military specialists all over the goddamn globe." The rifle in the shop.
Dallas sulks outside the nightclub after being kicked out for being obviously heavily armed.
Iron sights, faithful to their real life counterpart.
Checking to make sure the magazine is only half-painted, as it should be.
Dallas ejects a round, which bounces off the brass deflector. Here he is about to flick it upwards out of frame with his thumb...
...before landing it right back in the chamber. If that trick doesn't get the bouncer to let him back in, nothing will.
Chambering a new round with the bolt handle.
Heckler & Koch G3A3
A Heckler & Koch G3A3 was added in the "Chapter 2 - Boys in Blue" DLC pack as the "Adeling RG-5". The rifle is equipped with a Midwest industries MLOK handguard and a Spuhr R-410 stock. Its description misidentifies it as an assault rifle.
Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO
"Good old German engineering always works! The Adelig RG5 is a highly efficient and trustworthy assault rifle. Utilitarian and finely crafted, this is a faithful companion in the heat of battle. You can't blame the weapon if you lose a shootout with this one." The rifle in the shop.
Clover enjoys the view of both the city and her rifle.
Classic HK diopter sights, thankfully on the open setting.
Checking the magazine. As per videogame standard, the fact that a bullet should have been ejected when locking the bolt back is ignored.
Fiddling around with the charging handle some more.
Tactical reloads are performed with a neat little mag-sandwich.
But what could possibly happen during the empty reload?
There are a few stock and grip modifications that help bring the rifle back to its 60's roots. You'll have to use paints if you want to finish the look, unfortunately; there are no options to replace the modern handguard.
Knight's Armament Company L403A1
The Knight's Armament Company L403A1 was added for free in the Boys in Blue update as the "Queen's Revenge". The rifle is the new signature gun of Irish heister Clover, replacing the "Queen's Wrath" Enfield L85A2 rifle that she used in Payday 2. This appears to reference the adoption of L403A1 as the British Armed Forces' standard rifle, and their retirement of the esoteric and aging L85A2. Statistically, the weapon is identical to the base-game "CAR-4", but as a preset weapon it has several modifications baked into it.
The rifle's in-game name is somewhat odd as the 2023 adoption of the L403A1 took place after the reign of Queen Elizabeth II (though the program in which the rifle was selected was initiated in 2021, before her passing).
Knight's Armament Company L403A1 - 5.56x45mm NATO
"Clover nabbed this one from the UK's Ranger Regiment in one of her recent runs and made it her own. Lovingly attuned, detailed, and fitted with personalized accessories, the Queen's Revenge is a force to be reckoned with. Silent, accurate, and with decent range, Clover tends to put it to good use." The "Queen's Revenge" in the shop, which is actually fairly close to the above reference image. It seems Clover has entirely abandoned the idea of keeping a kill-tally on her rifle, perhaps due to the untold thousands of cops she must have ventilated in the previous game. The Irish flag colors on the P-MAG are a nice touch.
QBZ-191
The rather obscure QBZ-191 appears as the "Northwest B-9". Its description correctly identifies its place of origin and manufacture as China.
"A light-weight model built with burst-fire tactics in mind. Made in China, like all good shit." The rifle in the shop.
Clover takes this peaceful opportunity to ponder how the hell Gage managed to import a limitless supply of mil-spec Chinese rifles.
Or perhaps even more unexplainable, how she'll be able to scavenge 5.8x42mm from NYPD cops.
Speaking of ammunition, here's one!
Tossing around proprietary magazines of rare foreign ammo while hanging a couple dozen stories off the ground probably isn't the best idea.
Loading a magazine that doesn't appear to have feed lips.
About to hit the bolt release.
Customized Ruger 10/22
A heavily customized Ruger 10/22 with a railed aftermarket receiver referred to as the "FIK-22 TLR" was added in the "Chapter 1 - Syntax Error" DLC pack. By default it is equipped with a BCM Mod 0 grip and a LaRue RAT stock.
Ruger 10/22 with black polymer stock - .22 LR (for reference)
"To get a kill, you need to hit the mark. What this rifle lacks in power, it makes up for with its superior fire rate and mag size." The rifle in the shop.
Clover realizes she may not be properly equipped for target shooting at this range.
Iron sights. Simple enough, but not really suited for precision.
An overhand brass check reveals that we're at least using something better than standard .22 LR.
Hitting the paddle with the trigger finger, about to drop the empty mag...
Finishing up with a very strange underhanded "push" of the charging handle.
Springfield Armory M1A (in EBR chassis)
A Springfield Armory M1A in a tan EBR chassis makes an appearance as a marksman rifle named the "SA-A144". Its default short magazine holds 12 rounds, 2 more than the real life version is capable of. Thankfully, the extended option correctly increases the capacity to 20 rounds.
Short-barreled M1A in an EBR Chassis System - 7.62x51mm NATO
"This high-precision rifle is a favorite among spec ops units. Your enemies won't know what hit them." The rifle in the shop. The iconic rail cover is removed when equipping foregrips.
Clover lovingly holds the rifle she will always know in her heart to be called the M308.
A sight picture that hasn't gone out of style for the last 70 years, plus a bit of Picatinny.
Inspecting the- oh for crying out loud
Well, at least it isn't visible from this angle.
Giving the bolt release a hearty smack, just like in
Payday 2.
Light Machine Guns
KAC LAMG
The early version of the KAC LAMG with the current model's stock was added as a primary weapon to the game for free as the "Blyspruta MX63" ("blyspruta" being Swedish for "lead sprayer") in the Boys in Blue update. When equipping any optic the front sight will fold down, but strangely, some of the sights will remove the rear sight instead of folding it as well.
KAC LAMG, early model - 5.56x45mm NATO
"You know, subtlety isn't always the way to go. This LMG will fell your enemies with a roar as it spews forth a barrage of bullets. No muss, no fuss. It's basically a death machine. I mean, the Swedish name of this thing literally translates to "Lead Sprayer"." The weapon in the shop.
Chains stands above a stealth-only heist, having clearly brought the right tool for the job.
The sight picture against a high-contrast background, because someone on the design team decided the front sight post should be painted black.
Messing around with the belt box in the inspect animation
Doing a couple of bicep curls for good measure. With the minigun coming soon, he's gotta bulk up.
Seating a fresh belt, because you never know when you'll need that 101st round!
After thoroughly ruining his hearing, Chains finds consolation in the fact that the belt visibly depletes.
Racking the left-side charging handle at the end of an empty reload.
Shotguns
Double Barreled Shotgun
The Double Barreled Shotgun from Payday 2 returns, going by the slightly altered name "Mosconi 12 Classic".
Winchester Model 21 - 12 gauge
The shotgun as it appeared in the game's reveal trailer. This specific shot is notable as it depicts the shotgun firing more than two shots without needing to reload, possibly as the result of having certain ammo-related skills equipped; indeed, a popular setup in the game following its release (to the point that it was unpopularly nerfed, then popularly un-nerfed) combined this weapon with the "Ammo Funnel" and "Replenish" skills, which (respectively, as long as Edge is active) add ammo pickups directly into the user's current weapon instead of its reserve, and cause ammo dropped by killed enemies to be given directly to the user instead of falling on the ground, effectively giving the shotgun unlimited ammo as long as you can land your hits.
"This double-barreled bastard packs one hell of a punch. You can't beat the classics." The shotgun in the shop.
About to rob a train with a break-action shotgun like it's 1879.
With authentic 1879 gun safety techniques!
Well, at least he doesn't have his fingers on BOTH triggers...
The night sights are a bit overly-generous considering the range this thing is intended for.
And unlike
Payday 2, There's an animation for reloading only one barrel of the Mosconi! It's remarkably quicker than the empty reload, too.
Of course, it has the modification options you'd expect for a gun like this. Curiously, equipping an aftermarket ghost-ring sight will cause a bit of pic-rail to grow out of the barrels.
Fostech Origin-12
An unusable Fostech Origin-12 appears as the Bulldozer's standard shotgun, replacing the Remington Model 870 Field Gun/Reinfeld 880 that it used in Payday 2.
Fostech Origin-12 - 12 gauge
"MAKE WAY! FOR THE DOZER!" The Bulldozer holding the shotgun in the game's reveal trailer.
The Bulldozer firing the shotgun.
A dead Bulldozer's shotgun on the ground.
Franchi SPAS-12
A Franchi SPAS-12 was added to the game as the "TAS-12 Shotgun" as part of the "Chapter 4 - Fear & Greed" DLC pack. As is typical for videogame adaptations, its select-fire nature is not utilized. Interestingly, however, the SPAS-12 in Payday 2 was semi-automatic, and in this game it is operated in pump-action mode.
Franchi SPAS-12 with stock removed - 12 gauge
"The fact that this thing has blown doors off their hinges since the late '70s says a lot. This is one of the most well-known and dependable pump-action shotguns. It's highly popular among special ops as well as criminals. If you put a problem at the business end of it and pull the trigger, that problem is deleted in an instant." The shotgun in the shop.
Houston hefts his iconic shotgun over the foggiest day the first few floors of NYC have ever seen.
A sight picture that should be familiar to just about anyone that's played a first-person shooter before.
Inspecting the left side of the weapon, revealing what appears to be the later model's cross-bar safety.
Ejecting and catching the chambered round, as is standard by now.
And in a refreshing display of attention to detail, the animators have correctly depicted the SPAS-12's loading procedure! Unfortunately, Houston appears to have let go of the carrier latch button too soon, and gets his thumb caught while re-inserting the shell he just ejected.
Finishing the inspect animation with an obligatory action-hero one-handed pump.
Working the action after firing a shell.
When reloading from empty, the bolt has strangely locked open. Accordingly the user will need to hit the bolt release in order to fire the weapon again after loading the weapon. This procedure would be correct if the shotgun was being operated in semi-automatic mode.
A "TAS-12" that's been outfitted with some attachments. The shotgun can be modified into the Short Barreled Version, which unlike the base-game's M870, also shortens the magazine tube. This does not affect the weapon's capacity in gameplay. The stock options include the standard Franchi solid stock and the iconic folding stock, complete with butt-hook. There is no option to fold the stock to complete the look, likely due to the animations being incompatible with a big chunk of metal folded over the weapon. Note the unique optics mount, which appears to be attached to the two bolts at the rear of the receiver.
Genesis Arms Gen-12
The Genesis Arms Gen-12 shotgun was added to the game in the "Chapter 1 - Syntax Error" DLC pack as the "FSA-12". It is the SBM version with a crown muzzle device, and is configured with dual charging handles. It feeds from a 5-round magazine with a small baseplate that somehow allows it to hold 10 rounds by default; removing the hammerspace baseplate will revert its capacity to a correct 5 rounds, while equipping the Genesis Arms 10-round magazine will increase the capacity to 15.
Genesis Arms Gen-12 SBM with 10.5" barrel, SB Tactical SBA3 brace and 5-round magazine - 12 gauge
"This weapon slings lead as fast as you can pull the trigger. It's the true showstopper and room sweeper among shotguns." The shotgun in the shop.
Chains at a familiar trainyard with an unfamiliar shotgun.
Iron sights, which are removed when equipping optics.
Catching a freshly ejected shell, wondering how there are nine more of them stuffed in that magazine.
Swapping mags so as to fit in yet another shell.
The dry reload is quite similar to the CAR-4...
...with an underhanded tug of the left-sided bolt handle as opposed to a press on the bolt release.
Panzer Arms BP12
The Panzer Arms BP12 was added to the game as the "M7 Pursuivant" as part of the "Chapter 3 - Houston Breakout" DLC pack. Fitting with the Houston Breakout Weapon Pack's theme of burst-fire, the shotgun is customized to fire three-round bursts.
Panzer Arms BP12 Gen 2 - 12 gauge
"You know the old conundrum: Going long-range sacrifices mobility, but prioritizing mobility sacrifices range. The Pursuviant solves that problem, using its bullpup design to remain compact without decreasing accuracy. Finally, you can have your cake and shoot it too." The shotgun in the shop.
Chains holds the culmination of firearm advancement: A Turkish import burst-fire-converted bullpup shotgun.
The shotgun's iron sights, which appear to have been reused from the above LAMG.
Left side of the gun; the visible internals are also animated, which is a nice touch.
The inspect animation's antics are standard fare by now. Flashily ejecting the chambered shell up...
..and catching in h-- Wait, what?
Ta-da! An even more impressive magic trick considering Chains currently has no sleeves to have hidden that up.
Swapping mags with considerably less finesse than the chamber stunt.
When empty, the user somewhat aggressively mashes the mag release button.
Hitting an offscreen bolt release with the thumb.
The (oddly dimpled) barrel extension is treated like a muzzle device, and is removed when attaching any compensators, suppressors, or chokes.
Remington Model 870
A stubby variant of the Remington Model 870 also returns, retaining its "Reinfield 880" name from the two previous games. It can be customized extensively, including turning it into a stubby version, a Express Tactical Magpul variant or its shorter TAC-14 variant. SWAT Officers use customized versions of the shotgun.
Remington 870 Police Magnum with early style black synthetic riot foregrips and buttstock - 12 gauge
Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge
Remington 870 Express Tactical Magpul - 12 gauge
Remington 870 TAC-14 - 12 gauge
"Your old friend Reinfeld's back! Well rounded, pump-action fun awaits." The shotgun as it appears in the shop.
Chains prepares for well rounded pump-action fun. Nobody told him this heist is stealth only.
Iron sight(s?). Unlike the Mosconi, the rail is always there.
And just like the Mosconi....
We're almost through it. Just one more weapon without a proper inspect animation...
Working the action at the end of a dry reload. Note the nicely detailed spent shell, although it seems the mark on the primer may just be a flat texture.
Remington Model 870 New Police Tactical Model with Magpul CTR telescoping stock - 12 gauge
A SWAT officer's shotgun on the ground.
Sniper Rifles
Remington 700 PSS
The Remington 700PSS, named as the Reinfeld 900S (sharing the same company name as the Remington 870 as they are, of course, made by Remington) appears in the game. The decision to use a renowned police sniper rifle was undoubtedly an intentionally ironic choice by OVERKILL Software. Note that unlike the previous game, it appears that sniper rifles are not capable of piercing terrain and require a skill to pierce enemies. This does not apply to the below GM6 Lynx.
Remington Model 700PSS with Harris bipod in .300 Win Mag
"A bolt-action beauty designed to make heads explode from across great distances." The rifle in the shop.
Houston holds what is still the only bolt-action rifle available to him above...
Silent Hill, apparently.
The default scope reticle. The "900S" is the only customizable weapon that comes with a scope and cannot use iron sights.
Does he observe trigger discipline? No.
Do we have to endure any more of this negligence? Also no! That was the last one!
Tactical reloads are done with the right hand, in a manner quite similar to the
Remington MSR from the previous game.
Empty reloads are done with the left. Here Houston is frames away from hurling the empty mag like it's a live grenade.
Gepard GM6 Lynx
The Gepard GM6 Lynx, named the "HET-5 Red Fox", appears as an Overkill weapon. It has a thermal scope attached to it at all times and impossibly low recoil when aiming down the scope. It deploys with 15 total rounds of ammunition.
As one would expect, the GM6 is currently the most powerful weapon in the game. Easily capable of killing all regular police units with a single shot anywhere on the body, the .50 BMG rounds will also pass through moderate cover, ballistic shields, and several lined-up SWAT without breaking a sweat. The only enemies capable of withstanding a single shot are the Bulldozer and the FBI van's antenna. Due to how his face shield absorbs damage, it's actually more effective to shoot Bulldozers in the body with the Red Fox.
Hoxton makes sure his anti-materiel rifle is still in working order after being tossed out of a helicopter.
Hefting the rifle to inspect the right side.
In an impressive display of bicep strength he holds the rifle vertically with his left hand while nearly cycling the bolt all the way back with his right. Note the functional witness holes in the magazine.
Hoxton is humbled, however, when trying to pull the reciprocating barrel backwards more than a couple of inches.
Topping off with a new magazine, because it's better to have a 6th round of .50 BMG than need it.
Racking the bolt to cap off a dry reload.
The updated "thermal" scope, as of the Houston Breakout update. The view is overall clearer, and the targeting boxes will turn grey when an enemy is beyond the penetrative reach of the rifle.
Launchers
Milkor M32A1
The Milkor M32A1 appears as the "Marcom Mamba MGL" as an Overkill weapon and replaces the Milkor MGL Mk 1L from Payday 2. It deploys with 12 total rounds of ammunition, and is once again loaded by manually extracting and inserting each cartridge. The projectiles act differently than in the previous game, however; launched grenades will bounce off the environment and explode on a timer by default. If they ever make contact with an enemy, however, they will immediately explode. There is a skill which makes the projectiles explode on contact with the environment as well.
Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
After a considerable amount of bloodshed, Wolf admires his hard-earned grenade launcher.
Hey, it comes with a way to actually aim it this time! Score!
Inspecting the weapon after gifting the cops a couple of 40mm inconveniences.
And in a lovely display of attention to detail, the primers are visibly struck!
Unfortunately, the heisters still have not learned how to use the M32's extractor. Shell out, shell in, turn cylinder.
The unexploded 40mm round. It rolls as if it were a sphere, which is why it's clipping into the ground here.
For some reason, the sight on the "Mamba" was changed in the Houston Breakout update from the standard reflex to a unique ladder sight.
The reticle remains the same and the sight isn't configurable, so why this was done remains a bit of a mystery.
Grenades
M18 smoke grenade
The M18 smoke grenade appears in the game as the "Smoke Grenade".
M67 hand grenade
The M67 hand grenade appears as the standard grenade, under the basic name of "Frag Grenade".
M67 fragmentation grenade
Wolf shows a couple of SWAT the cool rock he just found. Note how the hammer has been released: This is not just cosmetic and allows players to "cook" grenades before throwing them.
M84 Stun Grenade
The M84 Stun Grenade appears as the "Flashbang Grenade".
A flashbang in the game's reveal trailer.
Joy holding a flashbang in a server room. She wisely keeps pressure on the hammer so that it doesn't go off in her hand.
Other
Handheld M134 Minigun
A Handheld M134 Minigun was added to the game for free as the "M135 ARGES Minigun" on the release of the "Chapter 4 - Fear & Greed" DLC pack. Fittingly enough, the minigun is classified as an Overkill weapon. Unlike the other Overkill weapons (as well as its incarnation in the previous game), the Minigun incurs some severe penalties while equipped. The player is restricted from sprinting and moves much more slowly when holding the weapon, which is to be expected. Unlike in Payday 2, the barrels must actually be spooled up to fire. However, due to needing both hands to operate and even hold the Minigun, the user is unable to interact with anything beyond shouting at civilians and teammates. Thankfully, these considerable downsides are balanced by the whopping 750 rounds of fairly powerful ammunition the weapon deploys with.
Airsoft handheld M134 Minigun with "chainsaw grip"- 7.62x51mm NATO
The equip animation involves removing the pry-bar that is wedged between the barrels to prevent them from spinning as a "safety" mechanism.
Admiring the death machine. It is modelled slightly differently from the above reference image, but has the same overall shape.
While it's impossible to see the character's hands, it can be assumed they are giving the Minigun a big-ol' hug. Because it's your best friend, and it loves you.
The Minigun has considerably less love for the cops. While its bullets can't penetrate the metal of a shield, it will cause the person holding it to stumble from the torrent of lead that has befallen them. This weakness is immediately detected by the Minigun, which acts upon it with biblical violence.
Sentry Turret
Sentry turrets return from the previous two games as a deployable item which automatically shoots at enemies within its range. As it shoots and takes damage, it generates heat, which eventually causes the sentry to break down. Sentries do not require ammo and can be picked up and redeployed indefinitely.
A turret in the game's reveal trailer.
The sentry as it appears in the released game. It bears resemblance to the
FN P90 as well as the
Payday 2 sentry, but sleeker and on an extendable tripod.
Left side. There's what appears to be a display screen, folded out almost like a camcorder. Perhaps this was intended to show an ammo counter when the game was in early development.