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[The MAC-10's] powerful .45 caliber ammo, open bolt firing, and firing rate of 1000+ rounds per minute combine to make it quite difficult to control in full auto mode, but also a potent ally in close range combat.

Note that most of the weapons here are also considered Submachine Guns.

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    CZ Škorpion 
The Czechs make great puppets, pornography, and this submachine gun, which has been helping Eastern European gangsters practice the fine art of “spray and pray” since the summer of love. Most of the VZ61s found on Rook Island were purchased from a Libyan arms dealer second-hand, meaning you trade two hands, you get a gun. Don't ask me what he does with the extra hands.
Survival Guide, Far Cry 3

https://static.tvtropes.org/pmwiki/pub/images/images_1_6.jpeg
The Škorpion is a Czechoslovakian sub-machine gun used as a PDW by officers, security forces, and armoured vehicle personnel; not to mention Eastern-bloc supplied terrorists. Four chamberings exist; the vz. 61 in .32 ACP, the vz. 82 in 9x18mm Makarov, the vz. 83 in .380 ACP, and the modernized Sa. 361 in 9x19mm Parabellum, alongside a semi-auto only version, the CZ-91S, available in every caliber above. The Škorpion's small size (utilizing a wire loop stock that folds over top when not in use) and calibre makes it generally the weakest submachine gun in any videogame it appears in, but this also makes it popular on the screen for the same reasons as the micro-Uzi — it's a compact bundle of full-auto Dakka. So compact in fact, it can be carried in a holster just like a pistol, which often leads to confusion if it should be classed as a sub-machine gun or machine pistol.

  • Cool Action: To unfold the shoulder stock, one is suppose to punch the bit that extends bellow the barrel upwards before swinging it back and locking into place. Unlike a lot of cool actions, this is how the gun is intended to be used, so that the user doesn't muzzle their hand while unfolding it.

  • Purchasable in 7.62 High Calibre, and suitable as a back-up weapon. It's slightly more powerful than the comparable Mini/Micro-Uzi and MP5K, as well as accepting a suppressor, but it's less accurate.
  • The Matrix. Neo fires a pair with barrel shrouds Guns Akimbo during the slow motion shootout in the lobby, complete with falling slow-motion (rifle) cartridges. Also used by one of the Merovingian's henchmen in The Matrix Revolutions.
  • Battlestar Galactica. Starbuck wields them Guns Akimbo in "Resistance". Chief Tyrol has one on New Caprica as well.
  • A silenced version is used by the "little friend" assassin in the spoof Mafia!
  • Used by a fake motorcycle cop for an attempted assassination in the Steven Seagal movie Exit Wounds.
  • Gunslinger Girl: Il Teatrino. Pinnochio selects two of these from his Wall of Weapons for his upcoming mission with Franca and Franco; the latter using one of them against Triela.
  • Carried by several of the terrorists who invade the Chinese embassy in Ghost in the Shell: Stand Alone Complex 2nd Gig.
  • NCIS. A mook uses one against CIA agent Trent Kort in the opening shootout in "Dead Reckoning".
  • Used in the Bugs episode "Buried Treasure".
  • Milan Sova in xXx.
  • Lazlo Soot in Smokin' Aces (with custom two-tone finish)
  • The terrorists in Executive Decision.
  • Agent 86 in the 2008 Get Smart movie.
  • Members of the Joker's gang in The Dark Knight.
  • Risberg in The Black Madonna.
  • Many of Arnold Gundars' (Malcolm McDowell) men in the I Spy movie.
  • Bodyguards in Ronin.
  • Nyssa (Leonor Varela) in Blade II.
  • Leonardo DiCaprio as agent Roger Ferris in Body of Lies.
  • Seen in GoldenEye (1997) as the infamously-useless Klobb, also available as a secret weapon in Perfect Dark, now as the KLO1313. It also appears in the Nintendo DS port of GoldenEye (2010) as the Auto RGL and in GoldenEye Reloaded and 007 Legends'' as the KL-033 Mk2.
  • An easy-to-miss vz. 61 appears in Metal Gear Solid 3: Snake Eater; useful in a later sequence because it has an attached laser sight. A vz. 82 (mislabeled as the vz. 83) shows up in Metal Gear Solid 4: Guns of the Patriots, given to Snake as part of an extended homage to the aforementioned sequence, but it's distinctly less useful outside that, being overshadowed by the P90 in all aspects except the range at which auto-aim mode will let Snake lock on to an enemy.
  • Used alongside various Glock pistols as a standard sidearm for ZAFT personnel in Mobile Suit Gundam SEED.
  • In the manga version of Death Note, it's used by one of Mello's mafia goons to fatally wound Sōichirō.
  • In the Doctor Who episode Revelation of the Daleks the assassin Orcini uses one to blow up a Dalek.
  • In the Matthew Reilly book Scarecrow a team of Russian soldiers (and occasional bounty hunters) are named after this weapon due to their extensive use of them.
  • Sidearm of the Georgian officers in the first Splinter Cell. Sam can use the modern Sa. 361 in Conviction, where it has a lower capacity than most other automatics but makes up for it with incredible accuracy.
  • In Resident Evil 5, much like in the description above, it's the weakest automatic weapon, though it has the best Critical Hit chance on headshots. In three highly unusual aspects for this mosquito bite of a gun:
    • It's almost double its real life size;
    • Its fire rate is lower (around 600 RPM, as usual for machine guns in the series);
    • Finally, it's held in a tight two-handed grip by all player characters – including Chris Redfield, a muscular Mighty Glacier who could easily fire it one-handed. The only character who can wield it Guns Akimbo is the wiry Jill Valentine when under the effects of the P30 controller drug (which apparently gives her extra Waif-Fu powers along with the Mind Control), both in this game and in Marvel vs. Capcom 3. That's actually homaged in Resident Evil: Retribution, where a brainwashed Jill wields two of them to blaze away at Alice while Fast-Roping out of an Osprey tilt-rotor.
  • Available in various Call of Duty games, including Modern Warfare and Call of Duty: Black Ops. All Old-School mode matches in CoD4 start players off with one of these; it's somewhat infamous in that game for a bug where attaching a suppressor did not affect its damage value - which, at 50 for close-range hits, allowed for unnoticed One-Hit Kills in Hardcore mode until it was patched, alongside a decently-quick reload, easy to use sights, and next to no recoil. By Modern Warfare 3 it's been nerfed with less damage and actual recoil... but it's also now classified as a secondary machine pistol, rather than a primary submachine gun like in earlier games, giving it a few advantages.
  • Conker dual wields a pair of these in the War and Heist chapters of Conker's Bad Fur Day, and they are a usable weapon in the Deathmatch mode of multiplayer.
  • 7.62 High Caliber features the vz. 82 variant in 9x18mm Makarov.
  • The Winter Soldier seems to quite like the Skorpion. In Captain America: The Winter Soldier, he has one holstered on his back for the freeway shootout, apparently just for Rule of Cool as he empties it in under two seconds, then gets it knocked out of his hand by Cap. However, it shows up again during the attack on the SHIELD Helicarrier, where he finishes off a quinjet pilot with it.
  • Turns up in PAYDAY 2 as the Cobra, in homage to its appearance in Hotline Miami.
  • Similar to the AK-47, the Skorpion appears as an enemy-only weapon in a few Rainbow Six games before the team starts stocking the vz. 61 in Raven Shield and Lockdown, and then the vz. 83 in Vegas 2. It, like the other machine pistols, is notable for being available as either a primary or a secondary weapon in Raven Shield, where the stock will be extended or folded up depending on which it's used as.
  • Shows up in Far Cry 3 as the cheapest of the submachine guns, with sub-par accuracy and poor damage, only one slot for attachments (and only having the options of a suppressor or extended magazine, the placement of its ejection port precluding any sort of optic), but being able to be fired from ziplines with the relevant skill because it's held one-handed. That last fact gets expanded in Far Cry 4, where it's now treated as a sidearm. It's the first weapon handed to the player in gameplay, where it is used to demonstrate the shooting while driving mechanic, and is then unlocked for free after liberating the first bell tower, with Longinus personally presenting you with one when you meet him. It's both better and worse here, being the only machine-pistol sidearm to feed from the larger pool of SMG ammo, but it also doesn't get attachments except by its new Signature variant, the "Stinger", which combines both the suppressor and extended magazine with a reflex scope, available for purchase after destroying two "Pagan's Wrath" convoys.
  • Appears in Mafia III as the Czech Ver. B-65. Although fully automatic, it can be used as a sidearm due to Lincoln firing it one-handed.
  • In Sword Art Online: Alternative Gun Gale Online LLENN used two Skorpions when she was starting out in GGO, building her reputation as the player-killing Pink Devil in the desert stage.
  • The vz. 61 version appears as a 3-star SMG in Girls Frontline, likely as one of the first units the player recruits. A bold, outgoing and energetic girl. Like many other depictions, she has low damage per shot, but compensates by having one of the highest fire rates in her class. One of her secretary lines also mention the Skorpion's widespread usage by many different groups.
  • In Squad, the vz. 61 is the weapon of choice for Insurgent and Irregular Militia vehicle crews. One of the Insurgent Light Anti-Tank kits also carries one. As that implies, it's not really meant for prolonged engagements, though their users do have the good sense to unfold the stock when in use and folding it back when holstering it.

    Heckler & Koch MP7 
"Big enough to penetrate armor, small enough to go as your sidearm. It uses the same short stroke piston gas system as rifles do. This is a lean, mean killing machine."
Gage, PAYDAY 2

https://static.tvtropes.org/pmwiki/pub/images/unknown_2_4.jpeg
Marketed as a competitor to the P90, the Heckler & Koch MP7 is a German personal defense weapon, firing a proprietary 4.6x30mm round designed to penetrate body armor at close range. Its small size makes it relatively easy to carry, allowing it to substitute for both pistols and submachine guns. Being shorter and lighter than the P90, the MP7 can be holstered like a pistol when not in use, albeit a rather large pistol.

Originally designed as the the HK PDW, which was originally meant to be the kinetic energy component of the XM29 OICW. The MP7 is in use with the German military and police (replacing both the Uzi in use with reserve units, and some stocks of the MP5 that put the Uzi in reserve), and several other countries have begun to replace police stocks of MP5 SMGs with the MP7. There has been much debate over the perceived low power of the 4.6x30mm round, which is unsurprising, as problems with stopping power are a recurring criticism of the PDW concept; the concept would ultimately not be officially adopted as a NATO standard because enough of the members were more interested in the MP7 to keep the P90 from being universally adopted.

The MP7, unlike most submachine guns, is gas-operated, using a scaled-down version of the G36's action. It has a retractable stock and either a foldable (original, A1) or removable (A2) foregrip. These can be adjusted to different firing 'stances': 'Pistol' (folded/removed grip, retracted stock, fired in semi-auto), 'Machine-pistol' (deployed grip, retracted stock & semi-auto) and 'PDW' (deployed grip, extended stock & full-auto). 20-, 30- and 40-round extended magazines exist for the weapon, but the 40-round one is by far the most commonly seen, with the flush-fitting 20-round ones a somewhat distant second and 30-round ones almost nonexistent - most games, in particular, will sooner model a 40-round magazine that's apparently downloaded to 30 rounds (or model a 20-rounder that somehow holds more than 20 rounds) than they will realize there actually is a 30-round magazine.

  • A prototype version with some features from the production MP7 (namely, the full-length top rail and slightly extended barrel) is used by Metrocops and the Rebels in Half-Life 2, fitted with a tiny under-barrel grenade launcher. Interestingly, it is actually possible to attach a grenade launcher to the MP7; it would, however, noticeably protrude beyond the end of the weapon's barrel, while the in-game weapon's grenade launcher is just a second regular barrel copy-pasted below the first one.
  • Rainbow Six started stocking prototypes of this weapon in the third game's Iron Wrath expansion pack, upgrading to the A1 in the Vegas subseries where both Jung and Walter use suppressed MP7A1s when the player tells them to go silent. The A1 reappears in Siege, used by the GSG-9 Defense Recruit and Bandit, though somewhat unrealistically here as it only fits 30 rounds in the 40-round mag, and before the "Operation Black Ice" update was modeled with the charging handle stuck in the rear position.
  • Snake can acquire an MP7 in Metal Gear Solid 4: Guns of the Patriots; it seems to be the standard SMG of the regular PMCs he goes up against (or at least those fighting in South America and Eastern Europe during the second and third acts), but it's overall inferior to the FROGs' P90 due to the much smaller magazine capacity (only loads 20-round mags), hard to acquire ammunition (the PMCs only use it in one section of Act 2 and 3 respectively and, true to reality, it's the only weapon to use its ammo, while you fight FROGs at least once per Act and every one of them uses at least something sharing the P90's ammo) and a lack of customization (its only options are the ACOG or a unique red dot sight that has to be purchased from Drebin instead of found for free in the field, while the P90 can use pretty much everything the M4 Custom can except underbarrel stuff).
  • Used by the eponymous team in one episode of Stargate SG-1, during an undercover operation on Earth; it's smaller and much more concealable than their standard P90s due to its collapsible stock.
  • Zombieland. Tallahassee is overjoyed to find one of these in the back seat of a redneck's Hummer, and later uses it to good effect against zombies while on a merry-go-round.
  • The Dragon in Die Hard 4 carries one.
  • The Hamilton SMGs in Alpha Protocol are modeled after the MP7.
  • Appears a few times in the Battlefield series:
    • Battlefield 2 adds it with the Special Forces expansion, used by the SAS Engineer and unlockable for the class with every other faction.
    • Appears as an all-kit unlock in Battlefield 3. Surprisingly, the player has a choice whether they want to load the short 20-round or the longer 40-round magazines into the weapon.
    • Added in the China Rising DLC of Battlefield 4, this time only with the 40 round magazine and as an Engineer-only weapon, unlocked with the "Make A Dent" assignment (three anti-vehicle ribbons and destroying an air vehicle with any of the Engineer's portable AA launchers).
    • Battlefield Hardline got it as an all-class weapon again with the release of the Robbery expansion. Notably, rather than being part of the DLC, it was released in a free patch coinciding with its release, meaning everyone got it for free without having to buy the DLC.
  • Also available as a late-game unlockable in Modern Warfare 3's multiplayer; for Survival mode, it's an early unlock, but is not very useful past the first few waves. Some of the SAS men in "Mind the Gap", particularly Wallcroft, can be seen with one with the 20-round mag in their holster.
    • Returns for Call of Duty: Black Ops II. In a reversal of the above, it's the first SMG unlocked in multiplayer (and is very, very useful in the more cramped quarters of most of the game's maps), but not available until very late in singleplayer; Section is seen holding it in a very brief scene where you see him from third-person partway through "Achilles' Veil". Again surprisingly, the player is actually allowed to have the foregrip folded.
  • In Knight and Day, Tom Cruise went Guns Akimbo with two of these in one scene.
  • Fukuyama's Bodyguard Babes in Girls Bravo use these, but they aren't very good shots.
  • Available in Counter-Strike: Global Offensive, serving as a Suspiciously Similar Substitute to the MP5 — it's not any better at penetrating armor, it only holds 30 rounds per magazine, and the in-game code even states it uses 9mm.
  • Added in the Blue Sun mod for 7.62 High Caliber, though it's nowhere near as common as the below P90 and its ammunition. Its main advantage is the telescopic stock allowing for an extremely compact size.
  • The original MP7 with a red dot sight appears in Killing Floor as the first of the Field Medic's weapons, with an insane fire rate and a side-mounted medication dart launcher for healing teammates at long range. It starts with the flush-fitting 20-round magazines, but the player can hold more bullets as the perk is leveled, eventually allowing for the usual 40 rounds per magazine. The A1 reappears in Killing Floor 2 as the SWAT's tier 1 weapon, with a different sight, its extended 40-round magazine, and a suppressor. The Medic's SMG is now a fictional gun, though one with a clear resemblance to the MP7 (and has 40 rounds by default because the Medic's level don't increase capacity this time).
  • Available in Ghost Recon: Future Soldier; the normal folding foregrip has been replaced with a rail for the player to attach a different foregrip to if they want. Interestingly, H&K actually released a version of the weapon with an underbarrel rail two years after this game.
  • Shows up in Sleeping Dogs as the only full-auto weapon capable of being fired from a vehicle.
  • Family-Friendly Firearms is in full force in Beware the Batman, giving all guns the appearance of futuristic blasters (yet sound effects, visual effects and dialogue all make it clear they fire bullets). The one type whose real-world basis is obvious, though, are the submachine guns. Their size and shape (like an oversized pistol), full-length accessory rail and foregrip make them clearly meant to be MP7s before the last-minute requirement of censored guns.
  • An MP7A2, once again before the real thing actually existed, appears (like many other guns on this list) in PAYDAY 2 with the first "Gage Weapon Pack" DLC, as the SpecOps. It has high damage, rate of fire, stability, and reload speed, and is cheap and easy to obtain, but suffers from a low unmodded magazine capacity.
  • Deuce in the 2010 Medal of Honor reboot carries an anachronistic MP7A1 as his secondary weapon during the "Running with Wolves" and "Friends from Afar" missions. The game is set in March 2002 during Operation Anaconda, not too long after the original model of the MP7 was released onto the market; Deuce having it is quite justified given that he is a Tier 1 Special Forces operator for the U.S. military and he would have access to the latest and greatest gear. It returns for Warfighter as the only SMG in the game, given as Preacher's secondary weapon in "Changing Tides" and "Rip Current".
  • Shows up in GoldenEye Wii and Reloaded as the "Stauger UA-1", one of the better submachine guns for its 40-round mags, high damage and good accuracy but a slow rate of fire, appearing larger than it's supposed to in the original Wii version due to how close Bond holds it to his face. It also shows up in 007 Legends with the same model and name as Reloaded. Like Future Soldier and PAYDAY 2 above, Reloaded managed to predict the MP7A2 a few years before it existed; their version of the weapon replaces the folding foregrip with one mounted on a new underbarrel rail.
  • Unlocked at Rank 4 in the multiplayer mode of Spec Ops: The Line.
  • In Batman v Superman: Dawn of Justice, one of Lex's henchmen uses a MP7A1 against the Batmobile during a car chase.
  • The original prototype version appears in Hitman: Blood Money, used by FBI agents in "A New Life", found on a table in the torture chamber in "A Dance With the Devil" and used by Franchise agents in "Requiem".
  • Appears in the 2013 remake of Shadow Warrior using the name ZI-Type 23 PDW. This is actually spoofed in the weapon's description: "Production of the personal defence weapon had to be stopped after Zilla Industries lost a lawsuit with one of German Defence Manufacturing companies." Can also be used Akimbo.
  • The MP7A1 is one of the best SMGs in The Darkness II. It has the highest capacity of all the SMGs, but its stopping power is lower than that of the UMP45.
  • Appears in Splinter Cell: Conviction as the only silenced machine pistol in the game, unlocked from the Extras menu. While it is used in hand-to-hand combat like other silenced one-handed weapons, no ammo will be lost from the magazine when doing so due to it not having infinite ammo like the others. It returns in Splinter Cell: Blacklist as the first available submachine gun and default primary weapon.
  • A 5-star SMG in Girls Frontline, first appeared in the Singularity event. A cocky girl who considers herself to be above other T-Dolls in terms of performance, with the skills to back it up. Has an Odd Friendship with AA-12, partly stemming from their preference of lollipops.
  • Command & Conquer: Renegade's cutscenes feature a prototype version of the MP7 with the foregrip folded in, where it's used as a handgun. Its inconsistent presence seems to indicate that it was supposed to be the pistol in gameplay before the more generically-fictional "Falcon" model was created.
  • The MP7 appears in Saints Row: The Third as the "TEK Z-10". The original version had a weird thumbhole stock, a right-handed charging handle, and a foregrip on the folding grip.
    • Engaged safety and fictional trades notwithstanding, the Remastered version is a perfect replica of the MP7.
  • The MPX8 from Crysis and Crysis Warhead is almost a complete facsimile of the MP7 and even shares the real-life SMG's 4.6x30mm rounds. It also borrows a few features from the IMI Uzi such as its large frame and magazine design, though the magazine itself holds a copious 50 rounds of bullets compared to the Uzi's 30-round and MP7's variable 20/30/40-round magazines. Though it has a dark blue and black paint scheme presumably intended as a weapon for the US military, it is inexplicably used by the KPA as their standard issue SMG.
  • The MP7A1 is usable by the Security Breacher in Insurgency: Sandstorm, costing 4 supply points.

    Ingram MAC-10 / MAC-11 
A miniature light machine gun developed for Special Forces use, notable for its extremely compact, highly portable design.

https://static.tvtropes.org/pmwiki/pub/images/roombroom.jpeg
https://static.tvtropes.org/pmwiki/pub/images/unknown_763.jpeg
Top: MAC-10, Bottom: MAC-11
A small American submachine gun developed as a "room-broom" for house-clearing in the riot-torn 1960's, the MAC-10's small size and high rate-of-fire made it difficult to control, thus it never really took off with military and law enforcement, though it did see some use by the US Military in Vietnam. Such considerations did not hamper its use by criminals both on and off the silver screen; the fact that it was relatively cheap to buy made it particularly popular in low-income areas with attendant high crime rates and Third World countries, particularly in Central and South America as they were given to various countries as CIA handouts there.

Ironically, the original designer of the firearm, Gordon Ingram, put a large bet on MAC-10 becoming a special purpose military submachine gun: its distinctive suppressor (that also helped with the recoil) was developed by a legendary silencer company, Sionics, and the combo was heavily marketed to various militaries. Sadly, the bet didn't pay off, largely due to the US government banning the export of suppressors in 1976 (a ban that has since been lifted). Since the MAC-10's highly effective suppressor was one of it's main selling points, all the pending foreign orders were cancelled after the ban, and the Military Armament Corporation (the original manufacturer and originator of the MAC acronym) went bankrupt as a result. The MAC-10 became known mainly as a "ghetto gun", Like the infamous and crude Intratec TEC-9. As with the TEC-9, the MAC-10 in its original civilian semiautomatic version fired from an open bolt, making it very easy to convert to automatic fire.

Two main versions exist; the MAC-10 is chambered in .45 ACP or 9x19mm Parabellum, while the MAC-11 is chambered in .380 ACP, the latter version having an increased rate of fire and being even harder to control. A movie MAC will often be fitted with the distinctive Sionics suppressor; in both models, it is longer than the weapon itself. Frequently standing in for film MAC-10's is the more common SWD and Cobray M11/9, which can be told apart from a genuine MAC-10 or MAC-11 by its elongated receiver and flattened charging handle.

  • Commonly seen in many Punisher stories, usually in the hands of the villain's Mooks. Unfortunately, they rarely ever put it to good use.
  • John Wayne in the 1974 cop show McQ popularized this weapon. Just as planned.
  • Used by Chuck Norris in the New Old West movie Lone Wolf McQuade to mow down some bandits.
  • V (1984). Mercenary Ham Tyler brandished a MAC-10 against alien invaders. Becomes the standard weapon of La Résistance in the 1984-5 TV series.
  • Moonraker. Jaws is seen firing one with a barrel-extension rather than the standard silencer, as he chases James Bond in a speedboat.
  • True Lies. A MAC-10 is dropped by Helen Tasker and rolls down a flight of stairs, firing randomly as it does, and actually kills her assailants while missing her completely. Arnold later uses one and the hose of a tanker truck to make a massive flamethrower.
  • Used in Noir, primarily by Dux's mooks (where they initially have flashlights crudely taped onto them), though Kirika and Christian Gare also make some use of them at separate points.
  • Snake Plissken uses a MAC-10 with a suppressor (that, surprisingly realistically, stopped working well towards the end of the film, since it was likely a wipe/wet system instead of one with a baffle system) throughout the movie Escape from New York.
  • Various drug soldiers in Scarface (1983).
  • Wielded by the Heroes "R" Us unit led by Ken Wahl in The Soldier (1982).
  • Used for the assassination in the opening scene of Commando (1985).
  • Pulp Fiction. Vincent leaves one of these with a suppressor on the kitchen counter at Butch's apartment when he goes to the toilet. It's the last mistake he ever makes.
  • Used by Agent Sands during his CMOA in Once Upon a Time in Mexico, the scene was extra awesome due to the fact that Sands was blind, and unlike the above examples, he had the MAC-10 set to single shot rather than full auto.
  • The MAC-10 is usable in Far Cry 2 as the lower-tier secondary slot SMG. The Cobray M-11/9 later makes its return for Far Cry 5, once again as a sidearm.
  • The MAC is pretty popular in gangsta rap lyrics due to its image as a gangland weapon.
  • The main character of Corpse Princess dual wields MAC-11s.
  • In The Abyss, a MAC-10 is used by one of the Navy SEALS.
  • MAC-10s in .45 ACP are used by certain Rebels in South America in Metal Gear Solid 4: Guns of the Patriots, and Snake can steal one from them or buy it from Drebin. Unlike most depictions of the gun, the MAC-10 is one of the best submachine guns in the game, due to being able to attach its massive silencer and .45 ACP ammo being extremely common in-game, possessing higher damage than the other submachine guns, surprisingly low recoil, and good accuracy with a high fire rate. Its only downsides are its slightly heavier weight than other SMGs, and needing to be reloaded often due to its high rate of fire, though the reloads are quick. The MAC-11 is also obtainable by Snake in Metal Gear 1 and Metal Gear 2: Solid Snake, where it's unlikely to see use outside of boss battles due to its tendency to spray rounds everywhere. Metal Gear Solid: Peace Walker allows the development of the standard MAC-10, a suppressed version and a variant with a barrel jacket that allows for greater accuracy.
  • In Resident Evil 2, both Leon and Claire can use a single MAC-11 in .380 ACP with a barrel extender, which they fire from the hip. In Resident Evil – Code: Veronica, they appear in pairs; they are Steve Burnside's Weapon of Choice, and Chris can also get them. In both incarnations, it has a (comparatively to real life) very slow cyclic rate of 600RPM, usual for the series.
  • In Grand Theft Auto: Vice City, Tommy can use a MAC-10. It's the fastest-firing SMG in the game, burning through a magazine in less than two seconds.
  • Hana and Glas can get a hold of a pair in Fear Effect.
  • A MAC-10 is available in Left 4 Dead 2, with a flashlight zip-tied to the silencer. It's more powerful than its counterpart, the Uzi, but is less accurate. With a Laser Sight attached, it's quite a beefy piece that can compete even with the game's assault rifles.
  • MAC-10s appear in Kane & Lynch 2: Dog Days, used frequently by criminals. DLC makes a suppressed version available in Fragile Alliance, the game's multiplayer mode.
  • Alex Mason carries a MAC-11 with an attached red dot sight in the final mission of Call of Duty: Black Ops, and the weapon is also available in multiplayer.
  • Used in Night of the Comet: the protagonists test them out and comment on its user-friendliness ("The MAC-10 submachine gun was practically made for housewives!"); its tendency to jam then bites them (not that it makes much of a difference to the car).
    "That's the problem with these things. Daddy would have gotten us Uzis."
  • Minor Batman villain The General uses a MAC-10 (stolen from a National Guard armory) to slaughter two guards and the leader of the gang he'd joined, making him the new leader of said gang.
  • Used in Counter-Strike as the cheapest SMG available for the Terrorist team, and is their equivalent to the Counter-Terrorists' TMP/MP9, one of the few weapons to not get the A.K.A.-47 treatment in earlier games due to its company going bankrupt. Sometimes called the "random headshot generator" because of its low accuracy but high rate of fire and relatively benign recoil.
  • Available in 7.62 High Calibre, but generally not worth it: lack of balance means spraying will be inaccurate, and the gun suffers from an inherent lack of accuracy as well. The Blue Sun mod adds the MAC-11 in 9x19mm as well.
  • Used by the assassins in Three Days of the Condor.
  • A MAC-10 appears in PAYDAY: The Heist as the "Mark 11" where it features a large Hollywood Silencer and can be fitted with a more recoil-dampening version and an extended magazine. Confusingly enough, a MAC-11 appears in PAYDAY 2...as the Mark 10. A civilian variant of the MAC-11, the Cobray M11/9, also appears in the game, under the name "Jacket's Piece".
  • Max Payne gets his first one of these off a hitman named Rico Muerte, and soon upgrades to two in classic Heroic Bloodshed fashion. It shows up again in the third game as a favored weapon of the Mafia.
  • Used by various dodgy types on the Crapsack World of Androzani Minor in the Doctor Who story "The Caves of Androzani". Or it might be an alien or far future weapon that happens to look exactly like it - "Caves" is one of those "space" Doctor Who stories that gives no internal indication of what the time period is meant to be and whether the guest characters are future-humans or Human Aliens.
  • A MAC-11, called an "M11", can be found in Parasite Eve when Daniel breaks into an abandoned gun store in Soho. A MAC-10, also referred to as "M10" is found in St. Francis Hospital.
  • Spaced. Mike owns one and it makes two prominent appearances; Once as Mike's Pillow Pistol when Amber and Marsha have a fight and another in a Shout-Out to Pulp Fiction (see above).
  • Different MAC variants show up in Rainbow Six, most commonly the 9mm variant of the MAC-11, which is in Raven Shield and the two Vegas games; the console version of the third game, Black Arrow, features the original MAC-10 mislabeled as the -11. It can be used as either a secondary weapon or primary weapon in the two different versions of 3, and is one of the three default SMGs in Vegas (the others being the MP5 and MP9). Rainbow Six Siege uses one with the upper receiver of a MasterPiece Arms clone as the "SMG-11", as a full-auto sidearm for the SAS operators, while a mixture of other MPA weapons with an extended barrel jacket to take underbarrel attachments was later added as the "SMG-12" for the Korean 707th SMB operators and later the US Secret Service operator Warden.
  • Watch_Dogs features the MAC-11, once again as the "SMG-11". A suppressed "Spec Ops" variant can be acquired by completing ten Gang Hideout missions.
  • One of The Joker's henchmen has a MAC-10 in Suicide Squad (2016).
  • In the manga adaptation of Battle Royale, the MAC-10 is the signature weapon of Kazuo Kiriyama.
  • Shadowrun has a similar weapon called the Ingram Smartgun, which is a futuristic version of the MAC-10 that comes with an integrated Smartlink that allows the user to mark a target for greater precision and a better chance at eliminating their target. The user must have a certain optic implant installed in their face in order to fully utilize the Smartlink of the gun or else it will function as a regular firearm with no accuracy bonuses whatsoever.
  • In the first Rush Hour film, a MAC-10 is brandished by The Dragon during the climactic shootout towards the end.
  • Appears in The World Is Not Enough as the Ingalls Type 20. It is fitted with a silencer, and can be set to fire fully automatic or in single shot.
  • A number of Cobray M11s appear in Spawn, a few of which are mocked up to look like FN P90s.
  • A silenced MAC-10 appears in Mafia III as part of the Faster, Baby DLC, named the MK 1020 in-game. It becomes free from the Arms Dealer after completing the Ain't Nowhere Safer mission, and the description notes that it's a gift from Lincoln's old flame, Roxy Laveau.
  • The MAC-10 is the most common SMG in No More Room In Hell. It's a nice standalone gun, though hard to use: .45 ACP is not the most common ammo, it's large (takes up about a third of the inventory wheel and has to be held two-handed, so no dual wielding it with a flashlight), the sights are tight enough to cause tunnel vision and while tapping the fire button shoots it reliably in semi-auto, it can't be toggled off of full auto and it's easy to leave the mouse button pressed just a tiny bit too long and have it spew an asinine amount of ammo away when one bullet would've done the tricknote . It's best left for the heavy-hitter of the group, preferably an experienced player.
  • The MAC-10 with a huge holographic sight appears in Blood II as the first fully automatic weapon you can find. It has an obscene fire rate and can be used Guns Akimbo, but primary fire is both inaccurate and weak; the trick is to use Secondary Fire to deploy the stock and fire more accurate and (somehow) more powerful shots at a more manageable rate. It's tricky to use effectively, as unfolding the stock takes time and you can't do it if you're using two at once, which is hard to not do when every enemy drops one, so as soon as the Assault Rifle (that it shares its generic "bullets" ammo with) shows up, it becomes inventory filler that exists solely to keep the M16 firing (since you can only pick up a dropped weapon as ammo if you already have it in your inventory) until you need the slot for something more powerful, just like the Beretta pistol it superseded.
  • MAC-10 is a 3-star SMG in Girls Frontline. She is aloof and standoffish, but becomes easily excited in the heat of battle. She is among the earliest units the player can recruit. A later update grants the MAX-10 upper receiver as her exclusive equipment, limiting her rate of fire in exchange of bonus critical hit and evasion.
  • The MAC-11 is usable in HITMAN 2 as the DAK X2, available in both standard and silenced variants.
  • The MAC-10 appears in Saints Row as the "SKR-7 Spree". The grip is abnormally short, only reaching the Playa's ring finger. It's also missing its stock and the charging handle is uncocked, yet still capable of firing..

    Intratec TEC-9/TEC-D C9/AB-10 
This full-auto machine pistol has been banned in a number of countries. It's [sic] ease-of-use and stopping power are renowned.
Description, Far Cry 4

https://static.tvtropes.org/pmwiki/pub/images/unknown_548.jpeg
Probably among the most infamous guns in America, the 9x19mm TEC-9 was originally developed by the Swedish company Interdynamic AB as the MP-9, in a quest to build a simple and inexpensive submachine gun. Since Sweden, a wealthy, industrialized country where law enforcement carries much fancier weapons than most others, is a poor market for a cheap SMG, they established an American subsidiary called Intratec to sell semi-auto versions of the gun, named the KG-9, in the lucrative American civilian market. Gun enthusiasts paid it little attention, as it was inaccurate, unreliable and too big to be carried comfortably. However, the gun had several things going in its favor, namely its low price, its 32-round magazine capacity, its menacing appearance (it was originally designed as a military and police submachine gun, after all) and, most importantly, its open-bolt design, which made it (relatively) easy to convert back to full-auto with only a few modifications.

All of these factors made it very popular among criminals and spree killers in The '80s and The '90s, earning it a reputation as the "gangsta gun" — something that was eventually noticed by the ATF. Dylan Klebold infamously used one during the Columbine Massacre. Intratec was forced to redesign the gun thrice to comply with gun control laws; the first redesign, into the KG-99 and then the TEC-9,note  converted the weapon to a closed-bolt system so that it couldn't be converted to full-auto; the second, the TEC-DC9note  was simply to get around the TEC-9 being banned by name in California (only the sling attachment point was moved); and the third, the AB-10,note  was done to comply with the Assault Weapons Ban. As California's gun laws and the Assault Weapons Ban largely targeted cosmetic features deemed "scary-looking", such as barrel shrouds, the TEC-DC9 and AB-10 are functionally unchanged from the original TEC-9.

  • The KG-99 made numerous appearances on Miami Vice, in full-auto form and wielded by drug smugglers, gang members and hitmen, firmly establishing its (bad) public reputation.
  • Befitting its criminal reputation, the TEC-9 is an extremely prevalent weapon in The Punisher MAX, commonly seen in the hands of street crooks and common thugs.
  • The TEC-9 is available as a weapon in Grand Theft Auto: Vice City, San Andreas, and Liberty City Stories.
  • Name-dropped in a long, long list of Gangsta Rap songs, which helped contribute to its reputation. Rapper Tech N9ne borrows his stage name from the gun.
  • In one scene in Last Action Hero, a few bad guys armed with these are in the house; Slater enters from the ceiling and uses their own guns to kill them.
  • The Law & Order episode "Mushrooms" features a TEC-9 as the murder weapon.
  • In the climax of the heist film The Town, James "Jem" Coughlin uses a TEC-9 with two magazines jungle-taped together in a running shootout with FBI agent Adam Frawley and several Boston police officers.
  • Jack Burton used one in Big Trouble in Little China. Not that it did him a lot of good.
  • Available in the Blue Sun mod for 7.62 High Caliber as a rather poor early weapon, with low accuracy and relatively uncommon magazines outside of scavenging them from thugs.
  • Ria wields a pair of TEC-9s during the final shootout scene of Crank: High Voltage.
  • Lana Kane's firearm of choice in Archer. She wears dual full-auto TEC-9s in shoulder holsters. The weapons' inaccuracy and her habit of spraying and praying means she doesn't hit much.
  • Appears, like many other guns, in PAYDAY 2, as the Blaster 9mm, in homage to its appearance in Hotline Miami.
  • Saints Row and Saints Row 2 feature it as the "T3K Urban", appearing as the cheapest and most commonly-used SMG.
  • Counter-Strike: Global Offensive features a semi-auto version as the Terrorists' equivalent to the Five-seveN.
  • Far Cry 4 features two versions of the weapon, the normal "A99" and the signature "Rebel", as options for a sidearm. The former can take two attachments (including a drum magazine to increase capacity; it's the only weapon in the game to switch magazine models with extended mags), while the latter is given a reflex sight and a drum mag by default. While a better weapon than the Skorpion in almost every way, it suffers from ammo problems as, unlike the Skorpion which shares ammo with the primary SMGs, the TEC-9 feeds from the same more-restricted ammo pool of the handguns.
  • The Ballistic Weapons mod for Unreal Tournament 2004 features an AB-10, apparently converted to .40 S&W, with a Laser Sight and an optional suppressor, as the "XRS-10".
  • The original KG-9 is an available (but very, very weak) weapon in Alien Shooter: Vengeance.
  • The TEC-9 appears in Contagion, named the KG9 after its full-auto cousin in an apparent attempt to explain why the in-game weapon fires full-auto. It's the ultimate word in DPS but its range and accuracy are a laughing matter (even its iron sights are a problem to use), and it doesn't have a mounted tac light like the MP5K.
  • Falling Down. Bill Foster obtains one from a bag full of guns after a group of Gang Bangers fail to kill him. He uses it to hold up the Whammyburger after they refuse to serve him breakfast mere minutes after they stop serving.
  • The KG-9 appears in Unturned as the Teklowvka, and works strictly as a semi-automatic handgun. It's very durable, does decent damage and has a fairly generous 15-round mag, with the drawbacks that recoil is high and its magazine doesn't refill with civilian ammo, only Ranger low-caliber.
  • Shows up as a 3-star handgun in Girls Frontline. Perhaps as a nod to the weapon's popularity among criminals, TEC-9's backstory involves her working as an assassin for a certain criminal syndicate.
    • One of the dolls that make up the AT4 fire support team also carries a TEC-9, though like other FSTs, this doesn't prevent her from running away once approached by an enemy.

    Stechkin automatic pistol 
https://static.tvtropes.org/pmwiki/pub/images/unknown_521.jpeg

After WWII, the Soviet Union began development of a light self-defense weapon for non-frontline troops like vehicle and artillery gun crews, where any larger weapons would be too heavy or unnecessary. The end result was the Avtomaticheskiy Pistolet Stechkina, or Stechkin Automatic Pistol, named after its developer, Igor Stechkin.

The Stechkin utilizes the same 9x18mm round as the Soviets' primary sidearm, the Makarov. It is capable of both semi and fully-automatic fire, and possesses several features to reduce recoil to controllable levels, including a long-stroke slide and a firerate reducer (cutting the firerate from 1050 RPM to a more-controllable 750 RPM), which also functions as the gun's full-auto sear. A variant with a threaded barrel for accepting a suppressor, the APB, was also made. Detachable shoulder stocks can be fitted to the pistols, the APS using a full resin/bakelite stock and the APB using a wire skeleton one.

In service, the Stechkin was praised for its controllability on full-auto, no doubt due to its various innovations. Unfortunately, it lacked range and power, and, for a pistol, it was too bulky and heavy to use comfortably. When more firepower in a more comfortable and longer-ranged package arrived in the form of folding-stock AK variants, the Stechkin fell out of frontline use.

However, the Stechkin did not fade completely, as it found niche use with Soviet/Russian special forces and police units, who required a sidearm more effective than the Makarov. As a result, the weapon continues to see service today, with an improved successor, the OTs-33 Pernach, entering service in the 1990s. Romania also made a copy of the weapon in 1998, birthing the Dracula md. 98; it differs mostly in removing the ability to take a stock in return for a short rail on the dust cover which a second magazine can be mounted on to act as a vertical grip, similar to automatic versions of the CZ 75. One notable high-profile use of the Stechkin in the 21st century occurred in February 2018 when a Russian Su-25 was shot down over an insurgent-controlled region of Syria, and its pilot, Lieutenant Roman Filipov, used a Stechkin as part of his Last Stand before using a grenade to blow himself up to avoid capture and torture.

  • Cool Accessory: Like the Mauser C96, the Stechkin has a distinctive detachable stock. The APS's stock is hollow, allowing the weapon to be stored inside as a holster, just like the C96.


  • The Stechkin APS is Balalaika's primary sidearm in Black Lagoon.
  • Najica uses a Stechkin as his primary weapon in Najica Blitz Tactics. For missions requiring stealth, he uses the APB variant.
  • Both the APS and APB are available in 7.62 High Caliber.
  • One is used by the Russian in Batman: Gotham Knight.
  • The Yakuza leader in Ghost in the Shell 2: Innocence attempts to use one against Batou, who later confiscates it and uses it to intimidate him.
  • Used by Zao in Die Another Day to hold up James Bond.
  • One is used by a Russian agent in Mission: Impossible – Ghost Protocol.
  • Both Nicolas Cage and John Travolta are seen firing Stechkins in Face/Off.
  • Appears as a usable weapon in Alliance of Valiant Arms.
  • The Stechkin can be used in Vietcong 2, albeit without its shoulder stock.
  • Both the APS and APB versions can be used in Contract Wars.
  • An APS is used by Jimmy in the brothel in Hardcore Henry.
  • Depicted as a 4-star Handgun in Girls Frontline, though with fairly high fire rate for her class, and the ability to buff other units' own firing speed. Her artwork and chibi sprites show the shoulder stock affixed to the gun.
  • Ghost Recon: Future Soldier features the newer OTs-33 as an option for a sidearm.
  • In the original Metro 2033 novel, Hunter carries a Stechkin APS with a suppressor.
  • Added to Payday 2 with the Federales Weapon Pack DLC, as the "Igor Automatik" (referencing the gun's real-life designer Igor Stechkin), fitted with the slightly extended barrel of the APB to accept muzzle attachments.
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    Steyr TMP / Brügger & Thomet MP9 
A firearm made popular by its insane rate of fire. With this you can invite everyone to a bullet party nearly instantly!
Description, Madness: Project Nexus

https://static.tvtropes.org/pmwiki/pub/images/unknown_55.jpeg
It was the early 1990s, and polymer frames were just starting to catch on in earnest in the firearms world after years in relative obscurity. Steyr, whose AUG assault rifle was one of the few widespread polymer guns at the time, hoped to repeat their success in 1993 with the 9x19mm TMP, a small, lightweight submachine gun with an integral foregrip for recoil control, intended for bodyguards and special-ops units. Unfortunately, Steyr was never able to effectively market the TMP, and the bulk of the production ended up going to Hollywood prop houses (who are always on the lookout for the latest, most menacing-looking weapons that will stand out on camera). By 2001, Steyr was ready to scrap the design, but received an unexpected offer from Brugger & Thomet, a Swiss manufacturer of firearm accessories looking to branch out into making actual firearms, to purchase all rights to the weapon. Seeing one last chance to make a profit off an otherwise failed design, Steyr sold off the TMP to B&T, who immediately set to work upgrading the weapon.

As it turned out, the original design was so good that all B&T really needed to do was add a folding stock, a top-mounted optics rail and a new barrel for mounting their own proprietary suppressors. After renaming the weapon the MP9, B&T re-released it just a few months later. The MP9 has since become far more successful than the TMP ever was, being adopted by numerous military and law enforcement organizations across the globe (and surely causing the folks at Steyr no small amount of regret), and has even started replacing the TMP as a movie mainstay.

Semi-auto civilian versions of both the TMP and MP9 exist, called the SPP and TP9, respectively. Both versions omit the integral foregrip to comply with US laws; the TP9 replaces it with an underbarrel accessory rail (allowing end users to add their own aftermarket foregrips, which is technically legal). As of 2011, there also exist the MP45 (an MP9 rechambered for .45 ACP) and the MP9N, an improved variant that utilizes the same underbarrel rail as the TP9, among other changes and improvements.

  • The TMP made its first big-screen appearance in True Lies, used by veteran stuntman Max Daniels during the attempted assassination in the hotel bathroom.
  • The TMP appeared again in Heat the following year, again wielded by Max Daniels during the drive-in theater shootout.
  • The TMP shows up in Resident Evil 4, being the only weapon to truly avert A.K.A.-47, and also tends to be the gun used when something needs shot in a cutscene (whereupon it has a way higher cyclic rate than during gameplay). It's Leon's only fully-automatic option without New Game+ rewards and fairly weak on a per-bullet basis until the exclusive upgrade is purchased, and can be fitted with a bulky custom stock for more stability and ease of aim. Ada, Krauser, and HUNK all use versions with different modifications that can't be upgraded.
    • Ada's is identical to the one available to Leon, but with no option for a stock;
    • HUNK gets a mostly-unmodified MP9, with the stock permanently unfolded;
    • Krauser gets a more extensively modified MP9 during his boss fight. He throws it away at the start of the second phase, and Leon can't obtain it.
  • Both Perfect Dark and Perfect Dark Zero feature the TMP as the "CMP-150". In the original, its Secondary Fire is some form of lock-on feature to allow easier shooting of enemies that aren't exactly at the center of the screen. In Zero, that's been replaced with an integral hologram projector that projects a decoy of the player a few feet away to draw enemy fire.
  • Red: Marvin uses an MP9 during the shootout in the hotel kitchen.
  • White House Down: President Sawyer takes an MP9 off a dead mercenary and uses it to defend himself.
  • The MP9 appears as one of the many available weapons in Watch_Dogs. In the game, it is depicted as firing only in 3-round burst mode, a setting that the real-life weapon lacks.
  • Both Modern Warfare 2 and 3 feature the MP9 as an option for a sidearm; in the former game, it's referred to as the earlier TMP, and is widely shunned in multiplayer due to its restricted 15-round magazine capacity and having an absolutely massive crosshair when used Guns Akimbo, compared to its ridiculously-high unlock rank as the last machine pistol available. It also appears on occasion in the single-player campaign and Special Ops (including a few appearances where it manages the otherwise-impossible combination of akimbo and an optic) with a 32-round capacity and is generally more useful. In the third game it's much improved with recoil, damage, and fire rates similar to the best primary submachine guns like the MP7, the same 32-round capacity its singleplayer counterpart had in MW2, and unlocking much sooner (level 16, versus level 58 in 2) on top of still having easy-to-use sights, making it surprisingly competitive with the omnipresent FMG-9.
  • The Rainbow Six series makes frequent use of both the TMP and its semi-auto counterpart the SPP, starting from the second game's Black Thorn expansion. By the Vegas games, Team Rainbow has upgraded to the MP9, one of the first submachine guns available in either game.
  • Both the TMP and MP9 appear in the Counter-Strike series, the former under the name "Schmidt MP". It's basically a Counter-Terrorist equivalent of the MAC-10; a small, short-range automatic weapon useful on small maps with lots of opportunities for close-quarters firefights. The TMP in the original game and Source is suppressed to fit one of the CT team's advantages over the Terrorists; the MP9 that replaces it as of Global Offensive lacks this.
  • The Steyr SPP appears in Captain America: The Winter Soldier, used Guns Akimbo by Falcon. Here, they not only appear to have been converted to full auto, but they also seem to be modified to collapse into small, box-like shapes for ease of storage. In a continuity error, these guns switch to MAC-10s in certain shots, both when used by Falcon and by Hydra agents during the attempted assassination of Nick Fury.
  • Full-auto converted TP9s are used by the hit squad during the shootout at the Guggenheim Museum in The International. Louis Salinger takes one off a dead hitman and uses it himself during said shootout.
  • The MP9 makes an appearance in Ghost Recon: Future Soldier as a new Ghost SMG added with the "Arctic Strike" DLC; interestingly, in contrast to a decision made with the base game's MP7, they chose to let it keep its integrated foregrip instead of replacing it with a rail to mount the same stubby vertical or angled foregrip most other weapons get. Conversely, Ghost Recon: Phantoms utilizes a full-auto conversion of the TP9 precisely so the player can swap out underbarrel attachments.
  • PAYDAY 2 features the MP9, with the TP9's underbarrel rail (though still fitted with an unremovable vertical foregrip, at least as of the first-person animations update, giving it a close resemblance to the MP9-NA3) and several unique attachment options based on real B&T accessories. In reference to Perfect Dark above, it's called the "CMP" here.
  • The MP9 is the PDW for Valor in MAG, appearing under the name "Hollis MP".
  • The TMP appears in Hitman: Blood Money under its original name in a few levels: one with 666 ammo in the tutorial mission, used by guards in "Flatline", and by Manuel Delgado in "A Vintage Year". B&T's AG SPP appears in Hitman: Absolution as the Zug TMP, used by the occasional guard in "Rosewood" and locked away in "Fight Night".
  • Very rarely shows up in the hands of CPF officers in the original Mirror's Edge.
  • A 3-star SMG in Girls Frontline. A shy girl with cat-like features and personality. She is a member of Daewoo K2's squad, who also moonlights as a band in their spare time.

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