From Internet Movie Firearms Database - Guns in Movies, TV and Video Games



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This article is still under construction. It may contain factual errors. See Talk:Payday 2 for current discussions. Content is subject to change.







Payday 2 PC Boxart Release Date: 2013 Developer: Overkill Software Publisher: 505 Games Series: Payday Platforms: PC, PS3, X360, PS4, Xbox One, Nintendo Switch Genre: First-person shooter





Payday 2 (stylized as PAYDAY 2) is the sequel to Payday: The Heist. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.

Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.

The following weapons appear in the video game Payday 2





Overview

Weapons

Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as "assault rifles"), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few "special" weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few "special" weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, "9mm lager", and 5.56). Weapons can not be changed during gameplay.

Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.

Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.

Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.

Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for purchase by leveling up, and must then be bought with money, though money earned from heists is divided between a player's "Offshore Account" (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and modifications.

While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.

Modifications

Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.

Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.

Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the "Continental Coins" in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.

Pistols

As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols.

The handguns that can be dual-wielded are listed below in their respective entry.

Glock 17

The Glock 17 appears as the "Chimano 88" (presumably a reference to the "Pistol 88" designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.

It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.

Glock 17 (Generation 3) - 9x19mm

Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.

#14 is scribbled just below the extractor.

Iron sights.

Reloading. Dumping the empty mag...

...inserting a full one...

...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.

A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the Taurus Raging Bull

A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.

Akimbo

Bonnie dual-wielding her Glock 17s.

Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.

Reloading. Inserting a magazine into the first Glock 17...

...then the second...

...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.

Springfield Armory 1911 Lightweight Operator

The Springfield Armory 1911 Lightweight Operator appears as the "Crosskill", unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the "12rnd Mag." modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.

The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.

Springfield Armory 1911 Lightweight Operator - .45 ACP

Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.

The other side. At full size, the markings can be read; the slide says "CROSSKILL OPERATOR II", the chamber features a caution to read the user manual, and the frame reads "CROSSKILL TACTICAL, NY USA", and "C02012" beneath it (presumably the serial number).

Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.

Iron sights.

Reloading. Dropping the "dry" magazine. As is common in video games, bullets are still visible in in it.

Reloading. Inserting a mag. Note the clipping.

Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.

The Lightweight Operator on a loading screen.

Akimbo

Bonnie takes her two Operators out to pick up her dry cleaning.

Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.

Beretta 92FS Centurion

The Beretta 92FS Centurion appears as the "Bernetti 9", unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name "B9-S" is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).

The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.

Beretta 92FS Centurion - 9x19mm

Note that for some reason it is modelled with Beretta Model 92S grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.

The other side is a garbled mess of fake manufacturing marks.

Dallas takes his Beretta on a walk.

Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.

Reloading. About to insert a fresh mag...

...hitting the slide release.

Akimbo

John Woo? Never heard of him.

Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.

Glock 18C

The Glock 18C is unlocked at level 29 and, similarly to its appearance in the first game's "Wolf Pack" DLC, is known as the "STRYK 18c". It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.

Glock 18C (3rd Generation) - 9x19mm

Note the fire-selector on the slide.

The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.

Jiro holding a Glock 18C.

Iron sights, as pedestrian as they come.

Reloading. About to insert a new magazine.

Note the cuts on the slide and ported barrel showing that it is a "C" model.

The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX goes by its everlasting nickname of the "Deagle" in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.

The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.

IMI Desert Eagle Mark XIX - .50 AE

IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.

Like the Glock 17, the Desert Eagle has no markings on the slide.

Note the scratched out serial number just above the grip.

Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.

Iron sights.

The slide cycling as the gun is fired.

Reloading. Inserting a new magazine filled with bullets...

really racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected. ...and thenracking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.

The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.

Akimbo

Why? Because OVERKILL Software are mad men.

John Wick preparing to sprain his wrists.

Heckler & Koch USP45 Tactical(*)

The Heckler & Koch USP45 Tactical appears as the "Interceptor .45", automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life).

The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.

Heckler & Koch USP45 Tactical - .45 ACP

Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&W versions of the USP.

In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.

Dallas waits on his laundry, USP in hand.

Iron sights.

Reloading. Inserting a mag...

...then the slide release is hit. Here the slide is just a moment away from locking into battery.

Heckler & Koch USP Expert - .40 S&W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.

The USP45 Tactical becomes a USP Expert if fitted with the "Expert Slide".

Heckler & Koch USP Match - 9x19mm

It can also be turned into an USP Match with the "Match Slide". Fitting this mod on the pistol will give the slide a stainless finish.

Akimbo

When you need to tactically intercept more things, always double up.

The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.

Glock 22C(*)

The Glock 22C was added in the Election Day update as the "Chimano Custom", available to all members of the official Payday 2 Steam group. It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.

The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.

Glock 22 (Generation 3) - .40 S&W

Note the .40 S&W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.

As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.

Bodhi with his Glock 22C at the range.

Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.

Reloading. Note the cuts in the barrel, indicating it is a "C" model.

Modifying the "Chimano Custom" with the Long Slide produces a Glock 35.

Glock 35 - .40 S&W

Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.

Akimbo

It's not easy being somewhat green, so having a friend always helps.

Getting bored using just one Glock 22C, Bodhi pulls out another one.

After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.

Glock 26(*)

On the seventh day of the Crimefest event (October 22nd 2014), John Wick himself jumped aboard as a playable heister and brought his trusted Glock 26 along for the ride. Renamed the "Chimano Compact", it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.

Glock 26 subcompact - 9x19mm

Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.

Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.

The unique Striking upgrades (body kit, slide, magazine) turn the gun into a "Tier 1" custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.

Looks like this tactical custom was created at an fictious "Chimano Custom Shop" instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters "AT" and the Overkill bomb logo - perhaps a modeler's signature.

Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&K P30L was added to the game.

The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.

Akimbo

John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.

Chambers full? Check.

Revenge administered? Check!

Walther PPK(**)

The Walther PPK appears as the "Gruber Kurz", part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.

The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.

Walther PPK - .32 ACP

The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.

The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.

Dallas and his Gruber go out back to watch the spray paint dry.

Iron sights.

Reloading. Inserting a new magazine.

Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.

Walther PP - .32 ACP

Fitting the long slide to the PPK turns it into a Walther PP

No, we don't know why it comes in two-tone.

Jiro takes his PP aside to observe it.

And he makes sure that its ejection port exists as well.

Iron sights, now in stylish white.

SIG-Sauer P226R(**)

The SIG-Sauer P226R in .40 S&W appears as the "Signature .40" added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).

SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&W model.

Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.

It's some lovely extra work that we on IMFDB appreciate.

Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&W.

Iron sights.

Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.

Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.

The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.

Mauser C96 "Broomhandle"(**)

The Mauser C96 appears as the "Broomstick", added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.

It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness.

Mauser C96 "Broomhandle" - 7.63x25mm Mauser

Left side, accurate besides the missing Mauser banner.

On the right, the original Mauser text is replaced by "Machinewerk Übertöten M1916", which translates to "Machine Work Overkill M1916".

Wolf decides to take his recently acquired antique to the range.

Iron sights, tiny and very fitting of the era.

Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation

After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.

Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.

Mauser C96 carbine - 7.63x25mm Mauser

Mauser C96 with detachable holster/stock - 7.63x25mm Mauser

Modifying the C96 with the "Precision Barrel" and "Holster Stock" turns it into a hybrid Mauser C96 carbine . It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.

Mauser M712 Schnellfeuer - 7.63x25mm Mauser

Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the Mauser M712 Schnellfeuer . The reload animation still shows the character only loading ten rounds.

Master Replicas "Star Wars Episode V Han Solo Blaster"

Star Wars, while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the "So Uncivilized" achievement (a reference to one of Obi-Wan's lines in Revenge of the Sith), which is required to use the extended magazine and holster stock shown above. Attaching a scope and the "Damper.L 44 Nozzle" makes it resemble Han Solo's BlasTech DL-44 Heavy Blaster Pistol from, while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the "So Uncivilized" achievement (a reference to one of Obi-Wan's lines in), which is required to use the extended magazine and holster stock shown above.

Springfield Armory XDM(**)

The Springfield Armory XDM appears as the "LEO Pistol", added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XDM was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.

The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.

M with 4.5 inch barrel - .45 ACP Springfield Armory XDwith 4.5 inch barrel - .45 ACP

M is erroneously shown with an ambidextrous slide release and takedown lever(!) The XDis erroneously shown with an ambidextrous slide release and takedown lever(!)

M Chains with his XD

Iron sights.

Reloading. Releasing the empty mag.

Shoving in a new one.

Chambering a round.

M 5.25 with two-tone finish – .40 S&W. To show the 5.25 slide. Springfield Armory XD5.25 with two-tone finish – .40 S&W. To show the 5.25 slide.

M fitted with the "Long Slide", it's not actually as long as a real 5.25 slide. The XDfitted with the "Long Slide", it's not actually as long as a real 5.25 slide.

Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4" ported XD slide.

M fitted with the "Custom Slide". Note "5.25" on the the 4" XD slide. The XDfitted with the "Custom Slide". Note "5.25" on the the 4" XD slide.

Jericho 941 PL(**)

The Jericho 941 RPL was added in the Point Break Heists DLC as the "Baby Deagle" (referencing Magnum Research's marketing of the Jericho as a "Baby Eagle"), though its markings claim it to be a "Sparrow 941 RPL".

As with the Springfield Armory XDM, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle.

IWI Jericho 941 RPL, current production polymer framed model - 9x19mm

Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.

Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.

Bodhi decocking the Jericho.

Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.

9x19 is stamped on the ejection port.

Bodhi goes outside to shed some literal light on his weird franken-Jericho.

Iron sights, simple and effective.

Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.

Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm

The Jericho 941 RPL can be modified with the "Spike Kit" which turns it into an older steel framed Jericho 941 F

A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.

Cowboy Bebop. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R. Adding the "Spike Grip" to the aforementioned "Spike Kit" will make the pistol resemble Spike Spiegel's 941 R from. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.

Kalashnikov Concern PL-14 Lebedev

The Russian PL-14 Lebedev prototype pistol was added with the free Hardcore Henry Packs DLC as the "White Streak". It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its "Extended Magazine" mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.

PL-14 Lebedev - 9x19mm

Iron sights.

Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.

...and then hitting the slide release.

The PL-14 with its two unique mods, an extended magazine and a "prototype" barrel.

Heckler & Koch P30L(**)

The Heckler & Koch P30L was added in the John Wick Weapon Pack DLC as the "Contractor". The markings on its model proclaim it to be an "SG Master". It is the only weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.

The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.

Heckler & Koch P30L - 9x19mm

A nice clean texture...

...that someone smudged up.

Wick preparing to enter the range with his P30L.

Sighting up a target.

After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.

Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.

Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.

The P30L decked out with the "Contractor Compensator", "Tritium Sights", and "Extended Magazine". Note that the "tritium sights" are actually red fiber-optic sights and are properly depicted as glowing in the dark.

John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.

Akimbo

Just about to flick the slide releases on the P30Ls.

FN Five-seveN(*)

The FN Five-seveN FDE with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the "5/7 AP" for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.

Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.

FN Five-seveN FDE - FN 5.7×28mm.

Jiro looking at some garbage with his Five-seveN.

Aiming the FN57.

Ejecting a magazine.

In with a new one.

John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.

Inspecting the aformentioned custom nitride-treated barrel.

Luger P08

The Luger P08 was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the "Parabellum", it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.

Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.

Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.

Luger P08 - 9x19mm Parabellum

The left side of the P08...

...and the right side.

Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.

Iron sights. These are tiny and barely visible in the dark.

Hoxton admires the quality of pre-WWI German engineering.

Ditto, right side.

Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...

...pushes in a new one, and then tugs the toggle lock.

Colt M1911A1

Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist "The Diamond" (added along with the aforementioned WWII Weapon Pack) feature unusable Colt M1911A1s.

Colt M1911A1 - .45 ACP

Joy inspects the .45 ACP firearms on display, while holding another one herself.

Colt Defender

The Colt Defender was added to the game on Day 7 of the 10-day Locke and Load community event as the "Crosskill Guard". For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.

Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the "Ergonomic Grip") is the Hogue Officer's Model rubber grip shown in the image of the real thing below.

Colt Defender with Hogue Officer's Model rubber grip - 9x19mm

The model of the "Crosskill Guard", its name displayed prominently on the slide, which also has the Colt Defender's signature "flat face" and large, flush muzzle.

The other side. Note that the slide seems a bit too tall.

Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.

The Defender's iron sights.

Admiring the details of the unpatched Defender.

Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.

Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.

The slide then shoots forward with a loud snap.

Akimbo

A pair of "Guards".

One is not enough, so Hoxton brought in two.

Instead of aiming, Hoxton decides to just do... this.

He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...

...then the left of the left and the right of the right.

After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...

*snap* ...and clicks in two new ones.

Heckler & Koch P7M13

The Heckler & Koch P7M13 was added to the game on Day 2 of the Breaking News event as the "M13 9mm". Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.

Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.

Heckler & Koch P7M13 - 9x19mm

Left side of the "M13", complete with spoofed markings claiming it as a "SG M13" manufactured by "Schäfer & Gewehr GmbH" in "STORKELDORF", "W-GERMANY". "Storkeldorf" is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&K headquarters.

The other side.

Hoxton with his German subcompact at the safe house's firing range.

The P7M13's iron sights.

Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.

Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.

After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.

A few seconds of theatrics later and the slide is let loose into battery.

Akimbo

A pair of P7M13s.

You can never have enough subcompacts these days.

Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.

He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...

...then the left of the left and the right of the right.

Having exhausted his mags, Hoxton dumps them out..

*snap* ...and clicks in two new ones.

Stechkin APS(**)

The Stechkin APS was added to the game by the "Federales Weapon Pack", in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the "Igor Automatik", as a reference to Igor Stechkin, the designer of the APS.

Stechkin APS - 9x18mm Makarov

Stechkin APS with shoulder stock - 9x18mm Makarov

Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.

The other side.

Inventory preview with the holster stock fitted.

Hoxton tries out his new Russian autopistol at the range.

Iron sights.

Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...

...and the right.

After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.

Tugging on the slide to chamber a new round.

Akimbo

A brand new pair of Stechkins.

Training dummy, meet the Igors.

Taking aim shows the dual Stechkin's sights, or lack thereof.

With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...

...loads in new mags, and snaps the slides shut.

CZ 75(**)

The "Czech 92" automatic pistol is a hybrid of the full-auto-capable CZ 75, and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the "Federales Weapon Pack".

CZ 75 Automatic - 9x19mm

CZ AccuShadow 2 - 9x19mm

Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.

Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.

First-person view of the CZ 75 hybrid.

Iron sights.

Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...

...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.

Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.

WIth a new mag loaded, he flicks the slide release.

Akimbo

Inventory preview of the dual CZs. That's one more front mag you're not getting to use...

The dual CZs in first-person.

Ironsights, kind of.

The dual CZs use the same animations as the other pistols, even for reloading.

Beretta 93R(**)

The Beretta 93R is the third and last weapon added with the "Federales Weapon Pack". Known in-game as the "Bernetti Auto", it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to.

Beretta 93R - 9x19mm

Left side view.

Right side.

Hoxton returns to the range with the last gun in the bundle.

Iron sights.

Admiring the details of the gun model, left...

The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.

After loading in a new mag, Hoxton lets the slide shoot forward.

Akimbo

One more Raffica for the party.

Hoxton sticking up the training dummy with his 93Rs.

You know the drill by now.

After some magdumps, Hoxton lets the empty boxes fall to the ground.

All topped off and ready to go.

Auto 9

The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film RoboCop.

Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.

The other side.

Iron sights.

Hoxton inspects his futuristic 93R.

Ditto, right side.

Reloading has Hoxton perform the same shake as before, then in goes the new mag.

Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.

Two is always better than one.

"Dead or alive, you're coming with me!"

Ironsights. Blurry as ever.

Hoxton reloads his dual Auto 9s.

Hudson H9(**)

The Hudson H9 was added to the game on June 30 2020 with the release of the "Fugitive Weapon Pack". It is known in-game as the "HOLT 9mm". Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.

Hudson H9 - 9x19mm

Left side view.

Right side.

Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.

Iron sights. The front post is actually illuminated.

Admiring the details of the gun model, left...

Reloading the H9. It uses the same animations as John Wick's P30L.

After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.

Akimbo

three H9s on one person. Truly brings a tear to Cy Hudson's eyes. Now that'sH9s on one person. Truly brings a tear to Cy Hudson's eyes.

Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.

Ironsights, or lack thereof.

Reloading the dual H9s.

Revolvers

Revolvers are not a separate category in-game, being a part of the Pistols category.

Taurus Raging Bull

The Taurus Raging Bull returns from the first Payday, once again as the "Bronco .44", but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist.

The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.

Taurus Raging Bull - .44 Magnum

As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.

The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.

Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.

Iron sights, which can be swapped out for several other optics in-game.

Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.

Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.

Taurus 4510PLYFS(*)

The Taurus 4510PLYFS was added to the game as "The Judge" as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar Taurus Judge in the Max Payne movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.

Taurus 4510PLYFS - .410 Bore/.45 Long Colt

The Judge in all it's logic defying glory.

The Judge's moniker is reinforced with its markings.

Wick goes to the range with his mini-shotgun.

Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System.

Reloading. This animation is recycled from the Bronco .44's.

The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.

Ruger New Vaquero(**)

A Ruger New Vaquero with wooden grips appears as the "Peacemaker .45", added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver.

The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.

Ruger Vaquero with stainless steel finish and 5.5" barrel - .45 Long Colt

The Vaquero.

The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.

Dallas inspecting a peculiar sign.

Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.

The hammer is fanned incredibly fast, happening almost the second the gun is fired.

Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it.

Loading in a new round.

Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.

After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.

Ruger Vaquero with blued finish, case hardened frame and 4.62" barrel - .45 LC

The "Shootout Barrel" gives the Vaquero a shorter barrel...

Colt Single Action Army with 12" barrel known as the "Buntline Special" - .45 Long Colt

...while the "Precision Barrel" will lengthen it.

Adding a stock is handy when one needs to shoot Snakes

Mateba 2006M(**)

The Mateba 2006M was added with the Alesso Heist DLC as the "Matever .357", a reference to the butchering of the manufacturer's name in the English dub of Ghost in the Shell. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.

Mateba 2006M with 6" barrel - .357 Magnum

Sokol and his crew about to raid a Gensec vault during an Alesso concert.

Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.

Sokol reloading while enjoying some slow hacking.

Inserting six new rounds of .357 with a speedloader that isn't invisible this time.

Taking down a Dozer.

Continuing the trend of Italian names, the "Pesante barrel" fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.

Mateba 2006M with 4" barrel - .357 Magnum

The 2006M with the "Medio barrel", which can be loosely translated from Italian as median or middle.

Smith & Wesson Model 29

The Smith & Wesson Model 29 was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the "Castigo .44" (Spanish for "punishment"), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of three to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.

Modifications include a Kokusai Devil heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.

The Enforcer. Smith & Wesson Model 29 - .44 Magnum. This is the screen used Model 29 carried and fired by Clint Eastwood in the movie

Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.

The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.

Hoxton brandishing his mint Model 29 during an armored convoy raid.

Iron sights. These don't glow in the dark, unfortunately.

Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.

Loading in a new batch of .44 Magnum rounds.

Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.

Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.

Akimbo

Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.

Submachine Guns

The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon.

The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category.

Ingram MAC-11

The "Mark 10" is actually based on a Ingram MAC-11 and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.

As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.

Ingram MAC-11 with stock extended - .380 ACP

The left side comes complete with bogus markings.

It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an "Ingrid M11".

Jiro takes his Mark 10 out for a stroll.

Iron sights, simple and effective for what the gun is intended to do.

The bolt used to be inaccurately depicted as closed. This was later fixed.

Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.

In with a new mag.

And pulling the charging handle in a rather strange manner.

The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.

The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.

Heckler & Koch MP5A2

The Heckler & Koch MP5 returns from the first Payday, again known as the "Compact-5". It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.

Heckler & Koch MP5A2 with Navy trigger group - 9x19mm

Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.

Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.

Wolf running into a T.B.O.U.S in the safehouse bathroom.

Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.

Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.

Removing the dry mag.

About to load in a new one.

Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.

Heckler & Koch MP5A3

Heckler & Koch MP5A3 with Navy trigger group - 9x19mm

The "Adjustable Stock" turns the MP5A2 into an A3 model.

A Hostage Rescue team member with an MP5A3.

Heckler & Koch MP5SD2

Heckler & Koch MP5SD2 - 9x19mm

The "Ninja barrel" turns the weapon into a MP5SD2.

Heckler & Koch MP5SD3

Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm

Combining the "Ninja barrel" with the "Adjustable stock" produces an MP5SD3.

Heckler & Koch MP5SD6

Heckler & Koch MP5SD6 - 9x19mm

A member of the new "Zeal Team" posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.

Heckler & Koch MP5K

Heckler & Koch MP5K with Navy trigger group - 9x19mm

The "Sehr Kurze Barrel" and the "Bare Essentials Stock" produce something similar to the MP5K, missing only the classic integrated "K" vertical foregrip.

Heckler & Koch MP5K with PDW stock

MP5K with the PDW-style folding stock - 9x19mm

Replacing the above's "Bare Essentials Stock" with the "Spartan Stock" from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.

Heckler & Koch MP5/10

The MP5/10 with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.

Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto

The "Straight Magazine" turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.

The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.

Akimbo

Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.

Dallas with his two MP5s.

Aiming the MP5s produces the expected results. At least it's better than nothing...?

Reloading. Somehow dropping the magazines with both hands full.

Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.

Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.

John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the good ol' days . Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.

Brügger & Thomet MP9

The Brügger & Thomet MP9 appears as the "CMP" (a reference to the TMP's name in Perfect Dark), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.

Brügger & Thomet MP9 - 9x19mm. Fixed foregrip variant shown.

A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.

These accessories are all official B&T extras, excluding the TangoDown vertical foregrip. The 30-round "Extended Magazine" is an option, the Aimpoint Micro TL a.k.a. "Professional's Sight" is officially endorsed by B&T and the massive proprietary "Tactical Suppressor" (added with The Butcher Mod Pack 2 update) is a reminder that Brügger & Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.

The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.

Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.

Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.

Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.

Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.

A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.

FN P90 TR

The FN P90 TR appears as the "Kobus 90" and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.

The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.

FN P90 TR - 5.7x28mm

The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.

Also note that the selector is set to semi-auto.

Jimmy, high on cocaine, takes his P90 out for some sun-gazing.

Iron sights; these sights are reused for a number of other guns in the game.

Reloading begins with a swapped mag...

And ends with a quick tug on the charging handle.

FN PS90 - 5.7x28mm

The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.

Thompson M1928(*)

The Thompson M1928 with a 50-round "L" drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications. It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.

The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.

M1928 Thompson - .45 ACP

The live round is visible in the drum.

The other side for good measure.

Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.

Sighting up a pumpkin, sadly not the sort carved with a submachine gun.

Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.

The drum removed, showing that it is correctly empty.

About to insert a new drum full of .45 ACP.

Cocking the weapon.

M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP

The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; somehow this gives the gun higher concealment.

Thompson M1A1

An unusable Thompson M1A1 can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist "The Diamond".

M1A1 Thompson - .45 ACP

The heister doesn't question how an old man smuggled these over from England.

Carl Gustav M/45B(**)

The Carl Gustav M/45B is available to owners of the "Armored Transport" DLC. Known as the "Swedish K", the in-game weapon is based on an early "B" model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.

The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.

Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎

More Swedish than an IKEA dining table with meatballs.

Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.

From this angle the "early-B" model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.

Iron sights, a bit cramped but typical for the 50's.

Reloading. Pulling out the empty mag.

A new magazine about to be loaded in.

Pulling the charging handle.

Modifying the Swedish K with the "Swedish Barrel", "Swedish Body" and "Ergo Grip" completes the look of a general-production M/45B.

Later model Carl Gustav M/45B with the stock folded - 9x19mm

Wolf with his Swedish K modified with the "Swedish Barrel", "Swedish Body", "Ergo Grip" (which is literally just the basic grip with a darker finish) "Extended Magazine" and "Folded Stock".

Heckler & Koch MP7A1(**)

The Heckler & Koch MP7A1 appears as the "SpecOps", added as part of the "Gage Weapon Pack #01" DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip.

The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.

Heckler & Koch MP7A1 - 4.6x30mm

In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.

John Wick takes a walk around the safehouse with his new MP7A1.

Iron sights.

Reloading. Dropping out the mag.

Shoving in a new one.

Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.

Heckler & Koch MP7A1 with 30-round magazine, H&K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm

The MP7A1 fitted with "The Professional's Choice Sight" (An Aimpoint T-1 Micro), "Unfolded Stock", "Suppressed Barrel", and the "Extended Mag" - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.

Sa vz. 61 Skorpion(**)

The Sa vz. 61 Skorpion appears as the "Cobra", as part of the "Hotline Miami" DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.

CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP

Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel "neck" rather than the receiver itself.

The black grip can be swapped out for a rubber grip or the Czech original wood.

With time to kill, John takes his Skorpion out for a walk.

Iron sights, cramped but usable in close quarters.

Reloading. Pushing the mag release to pull out the magazine.

About to insert a new one.

Pulling the charging handle. Note that no bullet is visible in the chamber.

Sa vz. 61 Skorpion - .32 ACP

Fitting the "Wooden grip" to the vz. 61 makes it resemble the classic Czechoslovakian model.

John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the "Extended" magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.

Intratec TEC-9(**)

An Intratec TEC-9 modified to allow for fully-automatic firing appears as the "Blaster 9mm" and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the "Hotline Miami" DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.

In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the Interdynamic MP9, the parent design of the TEC-9.

However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.

Intratec TEC-9 - 9x19mm

Iron sights

Reloading. Inserting a twenty round magazine.

Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This "mistake" was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.

However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.

Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.

IMI Uzi(**)

The IMI Uzi appears as the "Uzi" (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.

IMI Uzi with buttstock extended - 9x19mm

Note the "K" foregrip. This is mounted by default.

Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.

John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.

Iron sights, clean and functional but dated.

Reloading. About to pull out the magazine.

In with a new one.

Just about to pull the charging handle.

IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm

Fitting the weapon with the "Solid stock" mod gives it this late model wooden stock.

IMI Uzi with Sionics suppressor - 9x19mm

The UZI can also have its stock folded. Note the suppressor (called "Silent Death" in-game) It's similar but not quite the same as the Sionics Suppressor.

Sterling L2A3(**)

The Sterling L2A3 appears as the "Patchett L2A1" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name "Patchett" refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.

Sterling L2A3 (Mk.4) - 9x19mm

Note that this is one of the few weapons in-game properly depicted with an open bolt.

Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper "Sten grip" position, which is even more jarring in the hands of the series' resident Brit, Hoxton...

...who promptly demonstrates, as he sights up the blueprint of a Pancor Jackhammer that Chains just happened to have for some reason.

If one empties the mag, the chamber will be properly shown as empty.

Reloading. About to pull out the magazine.

In with a new one.

Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.

Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm

The "Suppressed Barrel" mod turns the L2A3 into the Sterling L34A1

Star Wars franchise. Replica of the BlasTech E-11 blaster rifle from thefranchise.

Star Wars. The L2A3 can be modified with a "Combat Sight", "Short Magazine", "Folded Stock" and "Heatsinked Suppressed Barrel" to make it look like the BlasTech E-11 Blaster from

Cobray M11/9(**)

The Cobray M11/9 appears as "Jacket's Piece" and is unlocked for purchase by buying the "Jacket Character Pack" DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.

SWD/Cobray M11/9 with folding stock - 9x19mm

Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to "SMG", whatever that means.

open. Note that the open bolt is properly depicted as

Jacket holding his piece while bathing in the neon light.

Iron sights, cheap and somewhat effective.

Reloading. Pulling out the magazine with the heel mag-release.

Mashing in a new mag.

Then pulling the charging handle...

...revealing the chamber.

The M11/9 modified with a shoulder thing that goes up (or a "Slotted barrel extension" as the game calls it)

Hotline Miami character Richard's face on the rear of the receiver. The M11/9 with the "Werbell's suppressor" and its unique skin modification, known as "80's Calling". The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon "skin". Note the presence ofcharacter Richard's face on the rear of the receiver.

KRISS Vector(**)

The KRISS Vector was added with the "Gage Ninja Pack" DLC. It is marketed as the "Polygon SMG" in-universe and called "Kross Vertex" by the inventory screen. The weapon holds 30 rounds in the "25+"-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.

KRISS Vector - .45 ACP

"Polygon SMG" can be seen on the receiver near the muzzle.

Iron Sights, which appear to be based on Daniel Defense A1 BUIS.

Reloading. About to insert a new magazine.

Pressing the bolt release, or rather, the surface just underneath it.

TDI CRB/SO with barrel "safety extension" - .45 ACP

The Vector fitted with the "Precision barrel" giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.

The Vector's unique suppressor, called "HPS Suppressor" in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the "S" in "HPS" is already short for "suppressor", so the in-game suffix is redundant.

Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a "skin" to the gun, the foregrip will appear again. Why it disappears when no "skin" is used is unknown.

The Vector with the "Urban camo" finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.

IMI Micro Uzi(**)

The IMI Micro Uzi appears as the "Micro Uzi" and is unlocked for purchase by buying the "Yakuza Character Pack". The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.

IMI Micro Uzi with bent trigger guard - 9x19mm

Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.

Iron sights. Note how the gun is held at an angle.

Reloading. Inserting a magazine.

Yanking the charging handle.

SR-2M Veresk

The SR-2M Veresk was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by Sharlto Copley from the movie Hardcore Henry. The weapon is called "Heather" ingame, which is the English translation of "Veresk". It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the Cobray M11/9 (Jacket's Piece).

SR-2M - 9x21mm

Here you can see the fire-selector is set to full-auto...

...and the safety is set to fire!

Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.

Iron sights, replacements are highly reccomended.

Reloading. Removing the dry mag...

...inserting a new one...

...and pulling the charging handle. Note the coke stains on Jimmy's suit.

The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.

Akimbo

Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.

Heckler & Koch UMP45(**)

The Heckler & Koch UMP45 was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1. Named the "Jackal SMG", it is otherwise known in-universe as the "Schäfer & Gewehr AMP", made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.

Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.

Heckler & Koch UMP45 - .45 ACP

If the player squints hard enough, the ".45 ACP" engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.

Wick admiring Sokol's hockey corner.

Iron sights.

After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.

Removing the empty mag.

In with a new one.

And the slapping (or punching, rather) the bolt into battery.

Heckler & Koch USC - .45 ACP

It's possible to modify the UMP45 into the Heckler & Koch USC with the "Civilian Barrel" and "Civilian Stock". Add the "Short Magazine" (which holds 20 rounds instead of 10) and "Single Fire" mod for more "immersion". The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.

Iron Man (2008) and Live Free or Die Hard. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in XXX Heckler & Koch UMP45 - .45 ACP. This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the filmsand. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in

The UMP decked out with a suppressor, "Twinkle Grip" (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) "Military Laser Module", "See More sight" and "Extended Magazine".

The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.

A dropped UMP wielded by a former Murkywater PMC.

PP-19 Bizon-2(**)

The PP-19 Bizon-2 was added with the "Gage Russian Weapon Pack" DLC. Named the "Tatonka" (Lakota for "bison") submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition.

Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov

Looking for trouble with the "Tatonka" SMG. The in-game name is actually a Native American word for "bison."

Iron sights of the PP-19.

Removing the helical mag on a customized Bizon.

Locking in another magazine.

Sokol chambering a round with his dominant hand.

MP40

The MP40 was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a very slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.

The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.

Unlocking the MP40 requires the player getting 50 kills with the Luger P08.

MP40 submachine gun - 9x19mm

Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.

Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.

Hoxton bringing his antique to the range.

Iron sights of the MP40.

Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.

Ditto, right side.

Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.

Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.

SIG-Sauer MPX

The SIG-Sauer MPX was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the "Signature" SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.

SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.

The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.

Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.

Hoxton trying out his new SIG at the shooting range.

Looking through the very clear iron sights of the MPX.

Reloading the MPX is as straightforward as replacing the magazine...

...followed by a press on the bolt release.

Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.

Ditto, right side.

SIG-Sauer MPX-K

Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.

SIG-Sauer MPX-K, Gen 1 - 9x19mm

A valiant effort at replicating the looks of the kurz.

SIG-Sauer MPX-K, Gen 2 - 9x19mm. Image used as reference for a stockless MPX-K.

The shortened version with the stock removed.

Akimbo

SIG-Sauer MPX Pistol, Gen 1 - 9x19mm

Previewing a pair of "Signatures".

three MPXes to the shooting range. Because one SIG is not enough, and two is too few, Hoxton elects to bringMPXes to the shooting range.

Trying to aim properly with these is a lost cause...

Reloading the dual MPX is the same story as every other akimbo in the game.

After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.

Ditto, other sides.

Assault Rifles / Battle Rifles

This section includes most of the weapons categorized as "assault rifles" by the game; the rest can be found in the carbine section.

AKS-74

The AKS-74 is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.

Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.

The top cover is smooth rather than ribbed, and there are only two rivets at the rear of the receiver (like a fixed-stock AK-74) as opposed to three.

A nice sunny day and a nice shiny AK.

Iron sights what you'd expect from an AK.

Reloading. Rocking in a new mag...

...then pulling the charging handle. One can make out a round in the chamber.

Fitting the "Classic Stock" from The "Butcher's AK/CAR Mod Pack" turns the rifle into a regular AK-74 . This effectively fits with the presence of only two rivets at the rear of the receiver.

Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called "Assault Rifles" They always come in twos and the models are noticeably higher quality than the in-game model.

Steyr AUG A2

The Steyr AUG A2 becomes available to players at reputation level 8 and is named the "UAR" (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.

The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else but these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available.

Steyr AUG A2 (Military Version) - 5.56x45mm

The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.

Sadly there are no foregrip mods that let you swap out the drab stock grip.

Sokol enjoying the Maryland sun with his AUG.

Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.

Reloading. Note the bullets are actually modeled inside the magazine!

Thales F90

As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the Thales F90 and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.

Thales F90 - 5.56x45mm

Slapping the "Raptor Polymer Body" onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.

AKMS

The AKMS appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a AKM if the "Classic Stock" from The Butcher's AK/CAR Mod Pack is equipped.

AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm

As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.

Iron sights.

Reloading. Rocking in a new magazine.

Racking the charging handle. A round can be seen in the chamber if one looks closely enough.

The Gold AKMS in all its fugly glory.

AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).

Fitting the "AK Slavic Dragon Barrel" to the AKMS allows it to impersonate the Romanian AIMR

AKM - 7.62x39mm

The AKM fitted with the "Classic stock" giving it that classic look.

The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.

The AI Houston using an AKM.

M14 Designated Marksman Rifle

An M14 Designated Marksman Rifle with a McMillan M2A stock and a short 16" barrel appears as the "M308" as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a Mk 14 Mod 0 EBR.

Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.

M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO

M14 with Sage stock and scope - 7.62x51mm NATO

Note fire-selector below the rear sight.

Iron Sights.

Reloading. About to remove the magazine.

About to insert a fresh mag.

Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.

The M14 DMR in a JAE 100 G3 stock...

...and here in a Sage EBR Chassis.

In the "Butcher Mod Pack" update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.

Ruger Mini-14 F

Attaching the "B-Team Stock" that came with the "Fugitive Weapon Pack" transforms the M14 into an approximation of the Ruger Mini-14 F, albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.

The attachment's name is a reference to The A-Team, whose protagonists made frequent use of folding-stocked Mini-14s.

Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO

Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.

Bofors Ak 5

The whole Bofors Ak 5 family appears as the "AK5", all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.

Bofors Ak 5 - 5.56x45mm.

The stock model.

Ak 5B

Sticking on the "Bertil Stock" from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B.

This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.

Ak 5C

The modernized Bofors Ak 5C comes together by replacing almost everything that comes off the receiver.

Bofors Ak 5 - 5.56x45mm.

The true form of the rifle gains a leap to all important stats with the addition of the "Caesar" stock, "Karbin Ceres" foregrip and the recently introduced "CQB Barrel", decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.

The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.

More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.

The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.

The reload animation has since been updated to be more conventional.

Chambering a round.

FN FNC

The "Belgian Heat" handguard is cribbed straight off the FN FNC in a direct reference to Lt. Vincent Hanna (Al Pacino) from the movie Heat.

FN FNC - 5.56x45mm

This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.

The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.

Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.

An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered "1KTG40885".

Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.

M16A4

An M16A4 with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.

One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard.

M16A4 - 5.56x45mm

The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round "Speed Pull Magazine" for faster reloads are also available.

Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.

Iron sights, relatively efficient.

Reloading. Inserting a new magazine.

Then pulling the charging handle.

FN SCAR-H(**)

The FN SCAR-H appears as the "Eagle Heavy Rifle" and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a FN SSR stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.

FN SCAR-H - 7.62x51mm NATO

Note the Magpul AFG, it is on the weapon by default and cannot be removed.

Iron sights.

Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.

correct, as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly "broke" the rifle. Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was, as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly "broke" the rifle.

The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.

Modified Version

Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.

DSA SA58 FAL(**)

A DSA SA58 FAL fitted with a DSA bolt-on raile