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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ATP2555</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ATP2555"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/ATP2555"/>
	<updated>2026-06-08T20:51:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Soldier_of_Fortune_II:_Double_Helix&amp;diff=1587345</id>
		<title>Soldier of Fortune II: Double Helix</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Soldier_of_Fortune_II:_Double_Helix&amp;diff=1587345"/>
		<updated>2023-06-30T19:03:18Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* M60 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:SOF2gamecover.jpg|thumb|right|300px|''Soldier of Fortune II: Double Helix'' (2002)]]&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
''Soldier of Fortune II: Double Helix'' is the sequel to [[Soldier of Fortune]], it aims for more realism than the first game and has several new features:&lt;br /&gt;
&lt;br /&gt;
Firearms now have working fire selector modes, while the cap for semi auto and burst (with burst being slightly faster) is capped slower than fully automatic fire, this also means they're more accurate as fully-auto fire with weapon inaccuracy turned on (which it is in most difficulties.) gets incredibly inaccurate quickly.&lt;br /&gt;
&lt;br /&gt;
Mullins can now crawl on the ground, oddly this is only used for stealth/cover as Mullins cannot actually use any weapons when crawling, the player is completely incapable of any offensive actions while doing so.&lt;br /&gt;
&lt;br /&gt;
The game would be followed up by [[Soldier of Fortune: Payback]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] is the first handgun you are given in the game. It has a 7-round magazine and can also be dual-wielded. It appears to have some custom features, such as a 'combat'-style hammer and dot sights. &lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:M1911A1.jpg|thumb|500px|none|M1911A1 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Mod 0==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23]] is the main recommended sidearm on the 'loadout' screen before missions, first available to select on said loadout screen before the start of the Columbia levels. It has a 12-round magazine, and is available with either a rail-mounted flashlight, the laser-aiming module (LAM), or with the suppressor mounted. Can also be dual-wielded.&lt;br /&gt;
[[Image:Mk23.jpg|thumb|350px|none|Heckler &amp;amp; Koch Mark 23 - .45 ACP]]&lt;br /&gt;
[[Image:H%26KMk23ModwKnightsSuppressor.jpg|thumb|350px|none|Mark 23 with suppressor mounted - .45 ACP]]&lt;br /&gt;
[[Image:USSOCOM.jpg|thumb|500px|none|Mark 23 in-game.]]&lt;br /&gt;
[[Image:Mk23lam.jpg|thumb|500px|none|The Mark 23 with a suppressor and a LAM.]]&lt;br /&gt;
[[Image:SoF2_TacLightMK23.jpg|thumb|500px|none|The Mark 23 with a tactical light.]]&lt;br /&gt;
[[Image:SoF2_DualMK23.jpg|thumb|500px|none|Holding dual Mark 23 pistols.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
A chromed [[Desert Eagle Mark XIX]], named the &amp;quot;Silver Talon&amp;quot; like ''[[Soldier of Fortune]]'', is available as a sidearm in multiplayer with the Gold Edition. (and available in singleplayer with 'Give All' cheat or mods.) As with the other handguns, it can also be dual-wielded. The in-game weapon features a non-fluted barrel indicating it was modeled after a .50AE variant. Despite the different calibers, this weapon uses the same .45 ACP ammo stock as the 1911A1 and Mk23 pistols, likely since being a patched-in-weapon they didn't bother making a new caliber for one new weapon. It has a 7-round magazine. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[Image:Deegle.jpg|thumb|500px|none|Silver Talon in-game.]]&lt;br /&gt;
[[Image:SoF2_DualDesertEagles.jpg|thumb|500px|none|Via cheats, Mullins holds Dual Silver Talon.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 590 Cruiser==&lt;br /&gt;
The first and main shotgun encountered in the game is the [[Mossberg 590 Cruiser]]. First found in one of the Prague levels, it is Available afterward for equipment loadouts before starting missions. It is wielded by enemies throughout the game, most notably in the Colombia mission levels. It carries 9 shells in the magazine tube.&lt;br /&gt;
&lt;br /&gt;
In the Prague levels, which take place in 1989, the Mossberg 590 Cruiser is used by certain Czechoslovak indoor guards who oddly speak Russian. The usage of the Mossberg 590 Cruiser is inaccurate, since it had just been released and wouldn't have ended up with the Czechoslovak military; more likely these guards would be issued [[Sa vz. 61 Skorpion]]s instead.&lt;br /&gt;
[[Image:Mossberg500_Cruiser_ext.jpg|thumb|400px|none|Mossberg 590 Cruiser with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:M590.jpg|thumb|500px|none|Mossberg 590 Cruiser in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12]] is the only other shotgun in-game. It is available in later mission loadouts, and used by some enemies, mainly in the Hong Kong levels. Can be fired semi-automatic or fully-automatic, and uses 10-round box magazines. Quite difficult to control when fired on full-auto.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|400px|none|USAS-12 - 12 gauge]]&lt;br /&gt;
[[Image:USAS-12.jpg|thumb|500px|none|USAS-12 in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The main SMG encountered in-game is the [[Micro Uzi]]. It is vailable in later mission loadouts, and used a lot by enemies in the Hong Kong and Seaward Star mission levels. It uses 30-round magazines and can be dual-wielded. Very inaccurate when fired in long full-auto bursts.&lt;br /&gt;
[[Image:MicroUzi-2.jpg|thumb|400px|none|IMI Micro Uzi with bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:MICRO UZI.jpg|thumb|500px|none|Micro Uzi in-game.]]&lt;br /&gt;
[[Image:SoF2MICROUZIDual.jpg|thumb|500px|none|Dual Micro Uzis in-game.]]&lt;br /&gt;
[[Image:SoF2MICROUZIDualMk23.jpg|thumb|500px|none|Thanks to the power of the weapon specials keys, the player can actually mix-match single-wield weapons, holding a MK23 and Micro Uzi, though Mullins only &amp;quot;tap-fires&amp;quot; the Micro Uzi when the button is held down to match the firerate of the MK23.]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is the first automatic weapon you will receive, used by enemies in the Prague mission levels. The weapon has a conical flash-hider. The weapon (correctly) uses the same .45 ACP ammo stock as the handguns, giving it a lower max ammo amount than other automatic weapons. It is fairly accurate and controllable, but slow-firing.&lt;br /&gt;
&lt;br /&gt;
The choice of the M3A1 is very odd, given these are supposed to be members of the Czechoslovak People's Army who wouldn't be issued M3A1's; more likely something like the [[Sa vz. 61 Skorpion]] or the [[Sa vz. 58]] rifle would've actually been used.&lt;br /&gt;
[[Image:M3A1_Flash_Hider.jpg|thumb|400px|none|M3A1 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[Image:M3A1.jpg|thumb|500px|none|M3A1 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5== &lt;br /&gt;
The final SMG in-game is the [[Heckler &amp;amp; Koch MP5A5]], simply called &amp;quot;MP5&amp;quot; in the game, fitted with a sound suppressor (the weapon's draw animation always shows fitting the suppressor on when you ready the weapon, however it can not be attached/removed manually). It can fire in semi-automatic, three-round burst, and fully-automatic, and is available as a primary weapon in multiplayer with the Gold Edition. (Though Mods/Cheats can add it to the Single Player.) It is shown as using early straight 30-round magazines. Despite it being a 'suppressed' weapon, the in-game P.A.D.D. (Personal Audio Detection Device) shows that it is as noisy as other non-silenced weapons, this is likely due to being added in the Gold Edition Patch for multiplayer-only use.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Shot0014MP5SOF2.jpg|thumb|500px|none|First person view of the MP5. If the picture is seen at full resolution, one will note the transparent yet correct markings for both three-round burst and full-auto on the reciever, indicating the gun is modeled after an actual MP5A5.]]&lt;br /&gt;
[[Image:SoF2MP5WorldModel.jpg|thumb|500px|none|The MP5's world model, the MP5 in both World/First Person view has a straight magazine, though it is still chambered in 9mm.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 727 with M203 Grenade Launcher==&lt;br /&gt;
The [[Colt Model 727]] appears as &amp;quot;M4&amp;quot; in the game. This is the recommended primary weapon in pre-mission loadouts until the introduction of the OICW. It can fire in semi-auto, 3-round burst, or full-auto; this is incorrect, as the 727 only has semi and full-auto modes. Alternate fire fires the mounted [[M203 grenade launcher]]. It uses 30-round magazines and is used by many enemies later in the game.&lt;br /&gt;
&lt;br /&gt;
The world model of the 727 has no M203 Launcher, yet any 727 Mullins picks up will suddenly have a Grenade Launcher/give him M203 Grenades.&lt;br /&gt;
[[Image:M4 m203 old.jpg|thumb|none|400px|Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO and 40x46mm grenade]]&lt;br /&gt;
[[Image:M4A1M203.jpg|thumb|500px|none|&amp;quot;M4&amp;quot; in the game. Note how the weapon is missing the forward flip-up sight for the M203 launcher.]]&lt;br /&gt;
[[Image:SOF2M4A1World.jpg|thumb|500px|none|An &amp;quot;M4&amp;quot; in training with no M203, well, until Mullins picks it up anyway.]]&lt;br /&gt;
[[Image:SoF2MPM4WorldModel.jpg|thumb|500px|none|In multiplayer, the &amp;quot;M4&amp;quot; correctly has an M203 on the world model..]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is a common assault rifle heavily used by enemies throughout the game. The AK-74s in the game are stated to have been converted from the standard 5.45x39mm to 5.56x45mm NATO. As such, they use the same 5.56 ammo stock as the 5.56mm rifles in the game. Like all other assault weapons in-game, this weapon fires in semi-auto, three round burst, or full-auto, which is incorrect for the AK-74's semi-auto/full-auto modes. A separate, upgraded version of the rifle is available with a non-detachable bayonet, which can be used as a melee weapon.&lt;br /&gt;
[[Image:AK-74_NTW_12_92.jpg|thumb|400px|none|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:AK74.jpg|thumb|500px|none|AK-74 in-game (bayonet-mounted version shown).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 551==&lt;br /&gt;
Another available assault rifle is the [[SIG SG 551]], fitted with an unknown 3x scope. It uses 30-round magazines and can be fired in semi-auto, 3-round burst, or full-auto. Available as a primary weapon in multiplayer with the Gold Edition and single player use is only available via mods or cheats.&lt;br /&gt;
[[Image:Sig-551.jpg|thumb|400px|none|SIG SG 551 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Shot0018SG551SOF2.jpg|thumb|500px|none|First person view of the SG-551.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM29 OICW]] is used in the single-player game, becoming available after Mullins tests it out at 'The Shop' some ways into the game. It uses 30 round magazines for the 5.56 rifle part of the weapon, firing in either semi-auto, 3-round burst, or full-auto. After it is available, it surpasses the M727 as the recommended primary weapon. &lt;br /&gt;
&lt;br /&gt;
The weapon in the game has a multi-purpose sight that can be used as a sniper scope (with night-vision and up to 20x magnification), can identify targets with friend-foe type recognition, and acts as the range calculator for its grenade launcher. &lt;br /&gt;
&lt;br /&gt;
The game attempts to simulate the complex HEAB (high explosive air burst) functionality of the real weapon. The grenade rounds must be lased at a point downrange, but once lased, are shot normally; they will explode at the displayed distance, which can be adjusted manually with two of the alt-fire keys, and the sight provides a marker indicating the elevation required to land a grenade at the lased distance. This allows the player to, for example, lase a wall, increase the distance slightly and fire over it to have the grenade explode in mid-air just behind it. The sight must be used with the 'lase' to fire the launcher, making it rather awkward to actually use in the game; this is not a feature of the real OICW, which could also fire grenades in impact-detonation mode. The grenades are fired from 6 round magazines and are not interchangeable with the grenades for the M203 or MM1; realistic, since the 20mm launcher on the OICW would not be able to chamber a 40mm grenade.&lt;br /&gt;
[[Image:Oicw.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM29 OICW - 5.56x45mm NATO and 20x28mm]]&lt;br /&gt;
[[Image:Shot0000OICWSOF2.png|thumb|500px|none|First person view of the OICW.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD light machine gun]] is seen as a fixed/mounted weapon in the Prague levels. It's highly inaccurate for the Czechoslovak military to use, given the adoption of the [[UK vz. 59]] by the Czechoslovaks instead of the RPD. Also by the in-game setting of 1989, the RPD had long been replaced by the [[PK machine gun]].&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|400px|none|RPD - 7.62x39mm]]&lt;br /&gt;
[[Image:Shot0001RPDSOF2.png|thumb|500px|none|Mounted RPD in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun]] is available as a second main weapon for singleplayer loadouts, and is also seen as a fixed/mounted weapon in parts of the game. It is quite powerful, but fires quick and depletes ammunition fairly rapidly. The portable version of the weapon uses 99-round belts fed from an attached ammo box. Prometheus enemies later in the game rarely use it. Notably, two of the sub-bosses carry an M60.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|400px|none|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M60-.jpg|thumb|500px|none|M60 in-game]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90A1== &lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90A1]] is the main sniper rifle in-game, weapon available quite early on, and used by enemies throughout the game. Despite being shown using what appear to be 20-round magazines, the capacity on the weapon is only 5 rounds. The weapon also does not contain a bipod. The MSG90 is also the weapon of choice for &amp;quot;Deviant 1&amp;quot; at the end of the Hong Kong mission.&lt;br /&gt;
[[Image:HKMSG90A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MSG90A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MSG90A1.jpg|thumb|500px|none|MSG90A1 in-game]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Hawk MM1==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] is available as a primary 'heavy' weapon on mission loadouts starting with the Seaward Star mission. It fires a cylinder of 10 grenades, all loaded individually. It uses a different 40mm grenade ammo pool than the M203 grenades.&lt;br /&gt;
[[Image:MM1.jpg|thumb|400px|none|MM1 MGL - 40mm]]&lt;br /&gt;
[[Image:MM1-.jpg|thumb|500px|none|MM1 Grenade Launcher in-game]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is also available as a primary 'heavy' weapon on mission loadouts in multiplayer.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:RPG7-.jpg|thumb|500px|none|RPG-7 in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the standard US explosive fragmentation grenade, available on mission loadouts.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|150px|none|M67 'Baseball' Fragmentation Grenade]]&lt;br /&gt;
[[Image:SoF2m67.jpg|thumb|500px|none|Holding an M67 while looking at a low quality M67 on a box of M67 Grenades.]]&lt;br /&gt;
&lt;br /&gt;
==L2A2 Hand Grenade==&lt;br /&gt;
The [[L2A2 hand grenade]] is found and used by enemies mainly on the Hong Kong mission levels.&lt;br /&gt;
[[Image:L2A2.jpg|thumb|150px|none|L2A2 hand grenade]]&lt;br /&gt;
[[file:SoF2_L2A2Grenade.jpg|thumb|none|600px|Mullins holds the L2A2 Hand Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==AM/M14 Incendiary Grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] appears in-game, spewing a blast of flame when thrown. Available later in the game on mission loadouts.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[Image:AMN14.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorous Grenade==&lt;br /&gt;
The M15 white phosphorous smoke grenade is available in later mission loadouts. It not only acts as a smoke grenade, but also can be used offensively, blasting white phosphorus particles on enemies. It is a slightly bizarre inclusion as the grenade was retired in favour of the M34 in the 1950s.&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|Replica M15 white phosphorous grenade]]&lt;br /&gt;
[[Image:M15.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is available very late in the game on mission loadouts. When thrown, it makes a deafening noise and blinding flash when it goes off. Will temporarily stun and neutralize enemies without killing them.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[Image:M84.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
==SMOHG92==&lt;br /&gt;
A Swedish offensive grenade.&lt;br /&gt;
[[Image:SMOHG92.jpg|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
==F-1==&lt;br /&gt;
The [[F-1 hand grenade]] appears infamously as the grenade of choice of enemies in the Colombia levels, where the design of the jungle and foliage makes it very hard to see them coming and even harder to get out of the blast radius in time.&lt;br /&gt;
[[file:Deactivated f1.jpg|thumb|none|200px|F-1 hand grenade]]&lt;br /&gt;
[[file:SOF2-F1Grenades.jpg|thumb|none|600px|Mullins holds a captured F1 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==MDN-11==&lt;br /&gt;
A German hand grenade heavily used by enemies at the later in the game.&lt;br /&gt;
[[file:SoF2MDN-11.jpg|thumb|none|600px|The MDN-11 in-game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Explsoives=&lt;br /&gt;
&lt;br /&gt;
==TNT Trap==&lt;br /&gt;
An explosive trap consisting of what appears to be a grey bundle of dynamite appears in Colombia.&lt;br /&gt;
[[file:SoF2_TNTTrap.jpg|thumb|none|600px|The explosive trap.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 re-appears from the first game, unlike the first game where it was used as a &amp;quot;Heavy&amp;quot; Grenade, in this game it is scripted and can only be placed on objectives.&lt;br /&gt;
[[file:SoF2C4.jpg|thumb|none|600px|C4 in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1586907</id>
		<title>Battlefield 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1586907"/>
		<updated>2023-06-29T04:53:40Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Submachine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 3&lt;br /&gt;
|picture=Battlefield 3 (2011) cover.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=2011&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=EA&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]&lt;br /&gt;
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Battlefield 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
In the beginning of the single-player mission &amp;quot;Semper Fidelis&amp;quot; and &amp;quot;The Great Destroyer&amp;quot;, Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission &amp;quot;Semper Fidelis.&amp;quot; This one of only two times in the entire campaign the player character has a sidearm.]]&lt;br /&gt;
[[File:BF3 M9 (1).jpg|thumb|none|600px|Holding a M9 pistol upon a F/A-18E Hornet found grazing in a field on Caspian Border.]]&lt;br /&gt;
[[Image:BF3-M9-4.jpg|thumb|none|601px|The M9's iron sights.]]&lt;br /&gt;
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|601px|Reloading the M9 pistol. The slide doesn't lock quite as far back as it's supposed to.]]&lt;br /&gt;
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;93R&amp;quot;===&lt;br /&gt;
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|&amp;quot;93R&amp;quot;]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.&lt;br /&gt;
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The mock 93R on the ''Close Quarters'' Scrapmetal level.]]&lt;br /&gt;
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta, same as the M9 above.]]&lt;br /&gt;
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine, the player character operates the slide release; note the projecting base of the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called &amp;quot;G17C&amp;quot;, although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Bf3 Glock 17 holding.jpg|thumb|none|601px|A Russian soldier with the Glock 17 faces down an avenue toward the Eiffel Tower.]]&lt;br /&gt;
[[File:Bf3 Glock 17 aim.jpg|thumb|none|601px|Aiming down the G17.]]&lt;br /&gt;
[[File:Bf3 glock 17 laser reloading 1.jpg|thumb|none|601px|The Glock 17's reload - dumping out a magazine from empty. The slide isn't fully locked back enough to actually engage the slide stop.]]&lt;br /&gt;
[[File:BF3 G17 (4).jpg|thumb|none|600px|In with a new 17-rounder magazine, which briefly clips through the back of the grip.]]&lt;br /&gt;
[[File:BF3-Glock-1.jpg|thumb|none|601px|A dead PLR soldier with a Glock 17 affixed to his side, and another low-detail pistol in his actual holster. His camouflage is based on Iranian marine fatigues, a mix of DPM with US &amp;quot;Chocolate-Chip&amp;quot; dots.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The third generation [[Glock 18]] appears as the &amp;quot;G18&amp;quot;. It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]&lt;br /&gt;
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BF3 G18 (2).jpg|thumb|none|600px|Blowing apart some fancy planks in Ziba Tower with the G18.]]&lt;br /&gt;
[[File:BF3G18reload.jpg|thumb|none|601px|Reloading; note the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==MEU(SOC) Pistol==&lt;br /&gt;
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or was a member of the EA Gun Club (now part of Battlelog). It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called &amp;quot;All about precision&amp;quot;. After completing it (which require 20 headshots with pistols), the pistol is unlocked.&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|601px|A US Marine patrols the Caspian Border forest with his .45 pistol.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|601px|The tritium sights of the MEU(SOC). Here it's possible to see the lack of an ambidextrous safety.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|601px|The MEU(SOC) has its own unique (and more detailed) reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|601px|Lining up a loaded magazine with the magwell. Note that the &amp;quot;MODEL 1911-A1&amp;quot; and &amp;quot;CAL.45&amp;quot; markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|601px|Thumbing the slide catch to make ready again with the M45.]]&lt;br /&gt;
[[File:BF3 MEU(SOC) (6).jpg|thumb|none|600px|The Marine vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in the ''Bad Company'' series, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to &amp;quot;flicking&amp;quot; them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Bf3 MP-412 REX holding.jpg|600px|thumb|none|Out in the Omani town with a MP-412 REX. The model has returned to the normal 4&amp;quot; barrel length last seen in the first ''Bad Company''.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|601px|Iron sights of the MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP412 reload 1.jpg|thumb|none|601px|The brilliant shower of .357 casings after opening up the REX.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|601px|Inserting new .357 Magnum rounds with a speedloader.]]&lt;br /&gt;
[[File:BF3 MP-412 (5).jpg|thumb|none|600px|The top-break system is also clasped shut, unlike the flick seen in previous games.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as one of Solomon's men demonstrates how not to steal a car stereo.]]&lt;br /&gt;
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as &amp;quot;.44 Magnum&amp;quot;, one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]&lt;br /&gt;
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]&lt;br /&gt;
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of &amp;quot;Uprising,&amp;quot; Solomon is seen aiming his Taurus at an injured Marine.]]&lt;br /&gt;
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|601px|Brandishing the Taurus .44 atop the USS Essex in the Pacific, alongside some Marine aircraft.]]&lt;br /&gt;
[[File:BF3 .44 Magnum (2).jpg|thumb|none|600px|Aiming the Taurus.]]&lt;br /&gt;
[[File:BF3 .44 reload (1).jpg|thumb|none|601px|It reloads with the distinct stressfire technique, something that was rarely seen in games before ''Battlefield 3''. Here, the user palms out the spent cartridges.]]&lt;br /&gt;
[[File:BF3 .44 reload (2).jpg|thumb|none|601px|And then right-hands in a speedloader of .44.]]&lt;br /&gt;
[[File:BF3 .44 reload (3).jpg|thumb|none|601px|Then the cylinder is rather dramatically ratcheted shut - the cartridges are a bit off-position, though.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.&lt;br /&gt;
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]&lt;br /&gt;
Beretta &amp;quot;93R&amp;quot; Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|&amp;quot;92R&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]&amp;lt;br&amp;gt;&lt;br /&gt;
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;toe2toe&amp;quot; Dog tag - [[Beretta M9]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class. Furthermore, they are all categorized as personal defense weapons (PDWs).&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distances. The weapon is capable of being used by all four classes in multiplayer.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 P90 (1).jpg|thumb|none|601px|The P90TR out on Wake Island.]]&lt;br /&gt;
[[File:BF3 P90 (2).jpg|thumb|none|601px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:BF3 P90 (3).jpg|thumb|none|601px|Reloading the P90.]]&lt;br /&gt;
[[File:BF3 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.&lt;br /&gt;
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]&lt;br /&gt;
[[file:bf3 m5k idle.jpg|thumb|none|600px|The &amp;quot;M5K&amp;quot; inside the chic Ziba Tower restaurant.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP5KA4 aim.jpg|thumb|none|600px|The MP5K's iron sights trained upon a painting across the dining room.]]&lt;br /&gt;
[[file:bf3 m5k reload1.jpg|thumb|none|600px|It reloads similar to the previous DLC's HK53 - the bolt is locked back when empty.]]&lt;br /&gt;
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Swapping out the magazine.]]&lt;br /&gt;
[[file:bf3 m5k reload3.jpg|thumb|none|600px|And performing a HK slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[H&amp;amp;K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The &amp;quot;reload-from-empty&amp;quot; animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission &amp;quot;Night Shift.&amp;quot; Note the BUIS are retained even with an optic added.]]&lt;br /&gt;
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]&lt;br /&gt;
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in &amp;quot;The Great Destroyer&amp;quot; Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]&lt;br /&gt;
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]&lt;br /&gt;
[[File:BF3 MP7A1 (0).jpg|thumb|none|600px|An unusable MP7 belonging to one of Kaffarov's goons lying disintegrated on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. It is depicted to have a 2-round burst firing mode even though the selector on the in-game model doesn't actually have this option.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during &amp;quot;The Great Destroyer,&amp;quot; wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in &amp;quot;Operation Guillotine&amp;quot; when the UMPs are used by the US military; military UMPs should not have it.]]&lt;br /&gt;
[[File:Rrt877 ump.jpg|thumb|none|601px|Observing a cabin on Kaisar Railroad with the UMP.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|601px|The rear sight is now set to a rear notch, compared to the G36C-like peep in the previous game.]]&lt;br /&gt;
[[File:BF3 UMP45 (3).jpg|thumb|none|600px|Performing a tactical reload with the UMP. The magazine briefly clips the magwell when being removed.]]&lt;br /&gt;
[[File:BF3 UMP45 (4).jpg|thumb|none|600px|When empty, the charging handle is locked back similar to the roller delayed HKs.]]&lt;br /&gt;
[[File:BF3 UMP45 (5).jpg|thumb|none|600px|Loading in a new magazine with a modeled cartridge.]]&lt;br /&gt;
[[File:BF3 UMP45 (6).jpg|thumb|none|600px|Backhanding the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customize menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]&lt;br /&gt;
[[file:bf3 bizon idle.jpg|thumb|none|601px|A PP-19 Bizon in the hands of a soldier out on the Russian side of Karkand.]]&lt;br /&gt;
[[File:BF3 PP19 ads.jpg|thumb|none|601px|The Bizon's iron sights, which actually has a fairly realistic tight rear notch.]]&lt;br /&gt;
[[file:bf3 bizon reload.jpg|thumb|none|601px|Removing the helical magazine.]]&lt;br /&gt;
[[File:BF3 PP-19 (4).jpg|thumb|none|600px|Loading up a new one. A cartridge is never shown in the feed lips.]]&lt;br /&gt;
[[file:bf3 bizon bolt.jpg|thumb|none|601px|Pulling the bolt to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. &lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Default magazine capacity is 4+1, represented by the magazine tube ending at the sling swivel rather than the civilian model 5-shot crimped tube. Extended Magazine uses the full-length tube with 6+1 capacity (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:BF3-M1014-2.jpg|thumb|none|600px|A M1014 near a dead bank worker at the end of the mission &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M1014-1.jpg|thumb|none|601px|Standing next to a Growler jeep and a M142 HIMARS with the M1014 shotgun.]]&lt;br /&gt;
[[File:BF3 M1014 (2).jpg|thumb|none|600px|Sighting in the Benelli on the M142's cabin.]]&lt;br /&gt;
[[File:Rrt877 m1014.jpg|thumb|none|601px|Chamberloading from empty.]]&lt;br /&gt;
[[File:Rrt877 m1014 reload.jpg|thumb|none|601px|And actuating the bolt release.]]&lt;br /&gt;
[[File:BF3 M1014 (5).jpg|thumb|none|600px|Loading shells into the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
[[USAS-12]]s appear in the hands of PMC personnel that appear in the &amp;quot;Kaffarov&amp;quot; mission and in Co-op, and is the last unlocked shotgun in Multiyplayer. The magazine capacity is 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, similar to the American semi-auto only WM-12 variant. Like all shotguns, it can utilize standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. &lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]&lt;br /&gt;
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|Dima with a standard USAS-12 taken from one of Kaffarov's mercenaries.]]&lt;br /&gt;
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]&lt;br /&gt;
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by &amp;quot;Baewoo Brecisions&amp;quot; of Korea. Due to bugs, sometimes the left side dustcover will disappear.]]&lt;br /&gt;
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|World model for the USAS-12. Note that the world model has no sights and no magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. In reality, the player cannot simply reload a SPAS-12 in the manner of the game as the carrying latch button must be pressed in order to open the loading gate.&lt;br /&gt;
&lt;br /&gt;
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by &amp;quot;-12&amp;quot;, both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:bf3 spas idle.jpg|thumb|601px|none|Relaxing and taking in the Tehran sights in the Ziba Tower lounge with the SPAS-12.]]&lt;br /&gt;
[[file:bf3 spas iron.jpg|thumb|601px|none|Getting a clear view of the shotgun's iron sights.]]&lt;br /&gt;
[[File:BF3 SPAS-12 (3).jpg|thumb|none|600px|Working the SPAS's action.]]&lt;br /&gt;
[[file:bf3 spas chamber.jpg|thumb|601px|none|Inserting a new round into the chamber.]]&lt;br /&gt;
[[File:BF3 SPAS-12 (5).jpg|thumb|none|600px|About to chamber it.]]&lt;br /&gt;
[[file:bf3 spas reload.jpg|thumb|601px|none|Continuing the reload. If you look closely, you can make out part of the word &amp;quot;gauge&amp;quot; on the shell.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 MASS]] can be used only in the Assault kit in the &amp;quot;Gadget 1&amp;quot; slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapons' particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.&lt;br /&gt;
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:BF3 Mass.jpg|thumb|none|601px|A M26 MASS drawn on Noshahr Canals.]]&lt;br /&gt;
[[File:BF3 M26 MASS (2).jpg|thumb|none|600px|Aiming with the in-game staple BUIS.]]&lt;br /&gt;
[[File:BF3 M26 MASS (3).jpg|thumb|none|600px|Cycling the M26. The magazine disappears for a frame while sliding the action forward.]]&lt;br /&gt;
[[File:BF3 M26 MASS (4).jpg|thumb|none|600px|Reloading the Saiga-like box magazine.]]&lt;br /&gt;
[[File:BF3 M26 MASS (5).jpg|thumb|none|600px|And charging again. A spent shell is never shown ejecting.]]&lt;br /&gt;
[[File:BF3 M26UB (1).jpg|thumb|none|600px|Flicking out the bolt handle on a M26 slung under a SCAR-L with big pixel Russian EMR camo.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted.jpg|thumb|none|601px|The MASS in use.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|601px|The reload as seen held out further away. The user's right hand can be seen grasping the SCAR's STANAG to fire the M26.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]], called the &amp;quot;MK3A1&amp;quot;, is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.&lt;br /&gt;
[[File:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]&lt;br /&gt;
[[File:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customization screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]&lt;br /&gt;
[[File:Pancor Jackhammer BF3.jpg|thumb|none|601px|Inspecting a suspicious bus with the Pancor Jackhammer MK3A1.]]&lt;br /&gt;
[[File:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|601px|Aiming with the Jackhammer's M16-style iron sights.]]&lt;br /&gt;
[[File:BF3 Jackhammer (3).jpg|thumb|none|600px|''Battlefield 3'' appears to correctly depict the actual reloading procedure of this weapon. The foregrip is pushed forward to unlock and drop the &amp;quot;ammo cassette&amp;quot;...]]&lt;br /&gt;
[[File:BF3 Jackhammer (4).jpg|thumb|none|600px|Inserting a fresh ammo cassette/cylinder magazine.]]&lt;br /&gt;
[[File:BF3 Jackhammer (5).jpg|thumb|none|600px|And a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]&lt;br /&gt;
[[File:BF3 Jackhammer (6).jpg|thumb|none|600px|Empty reloads have the added step of the foregrip pumped again, presumably to &amp;quot;rechamber&amp;quot; the Pancor.]]&lt;br /&gt;
[[File:BF3 Jackhammer (7).jpg|thumb|none|600px|Diving to prone gives a good profile view of the Jackhammer, though doing so with one's finger on the trigger is quite risky.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870|Remington 870 MCS]] appears as the &amp;quot;870MCS,&amp;quot; used by both Blackburn and Iranian soldiers in the campaign, and is the first unlocked shotgun in Multiplayer. It has a very fast pump animation, compared to typical portrayals of pump shotguns in other games. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.&lt;br /&gt;
[[File:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[File:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in &amp;quot;Operation Guillotine&amp;quot; is this Remington 870 MCS with a laser aiming module. The gameplay purpose of this is that it tightens the Big Magic White Circle.]]&lt;br /&gt;
[[File:BF3 870 MCS (1).jpg|thumb|none|600px|A Marine secures giant dump trucks with the Remington 870 MCS.]]&lt;br /&gt;
[[File:Bf3 870 aim.jpg|thumb|none|601px|Using the MCS's illuminated rifle sights.]]&lt;br /&gt;
[[File:BF3 870 MCS (3).jpg|thumb|none|600px|Topping off the default short magazine tube. This configuration is unusual, as the 870 MCS normally comes with the seven-round magazine.]]&lt;br /&gt;
[[File:Bf3_870MCS_Frag.jpg|thumb|none|601px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]&lt;br /&gt;
[[File:BF3 870 MCS (5).jpg|thumb|none|600px|Pumping out the (unfired) shell under recoil.]]&lt;br /&gt;
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|601px|Chamberloading the 870, here with the extended magazine.]]&lt;br /&gt;
[[File:BF3 870 MCS (7).jpg|thumb|none|600px|About to push the pump forward.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update). It appears to share the exact same model as the &amp;quot;S20K&amp;quot; and the &amp;quot;Saiga 20K Semi&amp;quot; from ''[[Battlefield: Bad Company|Bad Company]]'' and ''[[Battlefield: Bad Company 2|Bad Company 2]]''.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission &amp;quot;Kaffarov&amp;quot; can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]&lt;br /&gt;
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]&lt;br /&gt;
[[File:BF3 Saiga-12K (1).jpg|thumb|none|600px|The Saiga 12K out on the ''Close Quarters'' level Scrapmetal.]]&lt;br /&gt;
[[File:BF3 Saiga-12K (2).jpg|thumb|none|600px|View down the Saiga's sights.]]&lt;br /&gt;
[[File:BF3 Saiga-12K (3).jpg|thumb|none|600px|Due to a bug, the magazine tends to disappear for a split second after firing, similar to the M26 MASS.]]&lt;br /&gt;
[[File:BF3 Saiga-12K (4).jpg|thumb|none|600px|On empty reloads, the magazine is correctly empty.]]&lt;br /&gt;
[[File:BF3 Saiga-12K (5).jpg|thumb|none|600px|Rocking in another box mag.]]&lt;br /&gt;
[[File:BF3 Saiga-12K (6).jpg|thumb|none|600px|And charging the Saiga overhand style.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.&lt;br /&gt;
&lt;br /&gt;
The weapon is referred to as the &amp;quot;DAO-12&amp;quot;, as it was in ''[[Battlefield 2]]''; this stands for &amp;quot;double action only, 12 gauge&amp;quot; and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that; some real-world Striker/Street Sweeper variants do hold fewer rounds for legal reasons (achieved by simply plugging two of the chambers), though these are usually limited to 10 rounds instead of 8.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:BF3 Cobray (1).jpg|thumb|none|600px|The DAO-12 on Operation Riverside.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|Firing the shotgun, note the ejecting cartridge.]]&lt;br /&gt;
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|The reload cycle shows the player character inserting the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading. Note &amp;quot;12 GAUGE&amp;quot; and a fragmentation symbol visible on the shells. Note the shell deflector characteristic of the Protecta.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]&lt;br /&gt;
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]&amp;lt;br&amp;gt;&lt;br /&gt;
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]&amp;lt;br&amp;gt;&lt;br /&gt;
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] appears as part of the &amp;quot;Carbine&amp;quot; classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called &amp;quot;[[A-91]]&amp;quot; in the game, which refers to the 7.62x39mm variant.&lt;br /&gt;
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:Rrt877 a-91.jpg|thumb|none|601px|Wielding the 5.56A-91 in Multiplayer.]]&lt;br /&gt;
[[File:BF3 A-91 (2).jpg|thumb|none|600px|The A-91's iron sights.]]&lt;br /&gt;
[[File:BF3 A-91 (3).jpg|thumb|none|600px|Firing, which shows the charging handle cycling and cases ejecting at the front.]]&lt;br /&gt;
[[File:Rrt877 a-91 reloading.jpg|thumb|none|601px|Removing a 5.56 magazine.]]&lt;br /&gt;
[[File:BF3 A-91 (5).jpg|thumb|none|600px|And pulling out a new one to load in.]]&lt;br /&gt;
[[File:BF3 A-91 (6).jpg|thumb|none|600px|Charging the A-91 from empty.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK-971]] is available as an unlock for the Assault kit.&lt;br /&gt;
&lt;br /&gt;
The AEK-971's model is peculiar in that it is mostly a hybrid between the early prototypes of the AEK as well as the 2010s production model. The shape of the lower receiver and the barrel assembly are based on the early prototypes from the late 70s; however, the cleaning rod mount under the base of the front sight block has been removed and replaced with cleaning rod mount from the 2010s AEK-971 model. Additionally, the fire control group and upper receiver of the 2010s AEK-971 model are present, and the handguard and stock are fictionalized representations of the later model.&lt;br /&gt;
&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Prototype AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AEK-971 (1).jpg|thumb|none|600px|A Russian Assault trooper with the AEK-971 on Operation Riverside.]]&lt;br /&gt;
[[File:BF3 AEK-971 (2).jpg|thumb|none|600px|Compared to the ''Bad Company'' series, the iron sights are used in a bit more believable manner.]]&lt;br /&gt;
[[File:Rrt877 aek2 reload.jpg|thumb|none|601px|It always reloads in a tactical manner, with the old magazine kicked out with a new one. Ammo left in spent magazines is still returned to the character's ammo pool.]]&lt;br /&gt;
[[File:BF3 AEK-971 (4).jpg|thumb|none|600px|Rocking in the black 5.45 magazine.]]&lt;br /&gt;
[[File:BF3 AEK-971 (5).jpg|thumb|none|600px|And charging the AEK.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3. The model is somewhat inaccurate to the real -74M as it has the original pattern of non-folding rear receiver trunnion and a fixed stock, but it still has the retainer latch of a sidefolder receiver at its front end, and the smooth dust cover.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during &amp;quot;Operation Swordbreaker.&amp;quot; Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]&lt;br /&gt;
[[File:BF3 AK-74M (1).jpg|thumb|none|600px|[[Metro 2033|A Russian soldier leaves the safety of his home station]] with his trusty AK-74M in the Metro tunnels. Note the recoil spring's latch that holds the top cover in place is rather undersized.]]&lt;br /&gt;
[[File:Bf3 ak-74m aim.jpg|thumb|none|600px|The AK-74's iron sights have a rather serious application of bright tritium.]]&lt;br /&gt;
[[File:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Removing a spent 5.45 magazine.]]&lt;br /&gt;
[[File:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|Angling in a new one - note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]&lt;br /&gt;
[[File:BF3 AK-74M (5).jpg|thumb|none|600px|After that, he flips the weapon over and racks the bolt if empty.]]&lt;br /&gt;
[[File:Bf3 ak-74m world.jpg|thumb|none|600px|Two AK-74s on the lying on the ground, in an inverse of the IMFDB logo. The retainer lug for a folding stock can be seen on the left rifle, while the right one has a folding stock's latch button, but none of the other associated stock-folding hardware.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission &amp;quot;Semper Fidelis.&amp;quot; On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]&lt;br /&gt;
[[File:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission &amp;quot;Uprising,&amp;quot; Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]&lt;br /&gt;
[[File:BF3 AKS-74U (1).jpg|thumb|none|600px|A Russian Engineer holds up a snowman family found on the Sabalan Pipeline level from the Final Stand DLC. It has the same odd milled/stamped steel hybrid receiver, similar to the model from the ''Bad Company'' series.]]&lt;br /&gt;
[[File:BF3 AKS-74U (2).jpg|thumb|none|600px|Aiming upon the middle snowman. The sights have non-standard illumination bits, and the rear notch is much more cropped than it is in reality.]]&lt;br /&gt;
[[File:Rrt877 aks74u reloading.jpg|thumb|none|601px|Reloading the taped bakelite orange magazine.]]&lt;br /&gt;
[[File:BF3 AKS-74U (4).jpg|thumb|none|600px|And palming the bolt back.]]&lt;br /&gt;
[[File:BF3 AKS-74U (5).jpg|thumb|none|600px|World model and pickup icon of the AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is, in multiplayer, depicted somewhat closer to reality than in ''[[Battlefield: Bad Company 2]]'', with bursts and the first two shots on pulling the trigger in full-auto firing at a slightly faster rate than sustained full-auto, though nowhere near the full 1,800 rpm the real weapon fires at. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the same 600 rpm as sustained full auto, as it worked in ''Bad Company 2''.&lt;br /&gt;
&lt;br /&gt;
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. The weapon is also modeled with the magazine coming out straight downwards from the bottom of the gun like on other AK-like weapons, rather than being angled off towards the right side of the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission &amp;quot;Rock and a Hard Place.&amp;quot; As with most of the weapons in the game, equipping optics results in it being held lower - compare to the images below.]]&lt;br /&gt;
[[File:BF3 AN-94 (1).jpg|thumb|none|601px|An AN-94 out in the worksite area of Damavand Peak.]]&lt;br /&gt;
[[File:BF3 AN-94 (2).jpg|thumb|none|601px|The rifle's iron sights.]]&lt;br /&gt;
[[File:BF3 AN-94 (3).jpg|thumb|none|601px|Firing away in full-auto, which gives a good portrayal of the AN-94's recoiling barrel and muzzle flash. The ejected cartridges also appear to be steel-cased.]]&lt;br /&gt;
[[File:BF3 AN-94 (4).jpg|thumb|none|600px|Rather oddly, the AN-94 uses unique green magazines. Green AK magazines and furniture are sometimes seen in service with the Russian Border Guards branch.]]&lt;br /&gt;
[[File:BF3 AN-94 (5).jpg|thumb|none|600px|Letting go of the charging handle while rechambering the AN-94, giving a view of the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AS Val (0).jpg|thumb|none|600px|A Russian operator approaches the Metro ticket booth while wondering if they accept 9x39mm as currency.]]&lt;br /&gt;
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]&lt;br /&gt;
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]&lt;br /&gt;
[[File:BF3 AS Val (5).jpg|thumb|none|600px|World model of the AS Val on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4LE Carbine==&lt;br /&gt;
Two versions of the [[M4 Carbine]] are available in Multiplayer: the full-auto &amp;quot;M4A1&amp;quot; and the 3-round burst &amp;quot;M4&amp;quot;. However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The Colt M4LE Carbines are painted in desert tan camouflage and serve as the stand in for the military Colt M4A1 used by the U.S. Marines in game. In singleplayer, the &amp;quot;M4A1&amp;quot; is primarily seen carried by Blackburn, Steve Campo, Cole, Miller and many Marines in campaign. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The &amp;quot;M4A1&amp;quot; is the starting weapon for US Engineers, while the &amp;quot;M4&amp;quot; is unlocked at 40,000 Engineer score. The model features a KAC RIS handguard, VLTOR Improved Modstock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the first &amp;quot;Fault Line&amp;quot; trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]&lt;br /&gt;
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an &amp;quot;M4A1&amp;quot; during &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. &amp;quot;For law enforcement / military use&amp;quot; is printed on the side of the EOTech optic.]]&lt;br /&gt;
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads &amp;quot;Fire&amp;quot;, meaning it was modeled on a civilian M4 variant.]]&lt;br /&gt;
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|601px|Outside the Damavand tunnel with the M4 Carbine.]]&lt;br /&gt;
[[File:BF3 M4A1 (2).jpg|thumb|none|600px|The M4's sight picture against the hillside.]]&lt;br /&gt;
[[File:BF3 M4A1 (3).jpg|thumb|none|600px|Reloading the M4.]]&lt;br /&gt;
[[File:BF3 M4A1 (4).jpg|thumb|none|600px|From empty, it is held at a slightly different angle, and the user grasps the STANAG in a slightly different manner.]]&lt;br /&gt;
[[File:BF3 M4A1 (5).jpg|thumb|none|600px|Thumbing the bolt release, akin to the Mk 11.]]&lt;br /&gt;
[[File:BF3 M4A1 (6).jpg|thumb|none|600px|The M4's sightless world model, which also gives a good view of the Hogue grip and VLTOR stock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Sporter Competition==&lt;br /&gt;
Both the 3-round burst &amp;quot;[[M16A4]]&amp;quot; and the full-auto &amp;quot;M16A3&amp;quot; are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The Colt Sporter Competition are painted in desert tan camouflage and serve as the stand in for the military Colt M16A3 used by the U.S. Marines in game. In singleplayer, the &amp;quot;M16A3&amp;quot; is primarily seen carried primarily by Christian Matkovic and many Marines in campaign. In multiplayer, being an assault rifle, the M16s are used by the Assault kit. The &amp;quot;M16A3&amp;quot; is the starting weapon for US Assault classes, and can be unlocked for the Russian Assault at 220,000 Assault points; while the &amp;quot;M16A4&amp;quot; is unlocked at 89,000 Assault points. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A4&amp;quot; was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.&lt;br /&gt;
&lt;br /&gt;
An actual M16A4 appears on the Back To Karkand DLC cover art, with visible bayonet lugs.&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]&lt;br /&gt;
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his &amp;quot;M16A3&amp;quot; during Operation Swordbreaker.]]&lt;br /&gt;
[[File:BF3 M16 (1).jpg|thumb|none|600px|A Marine with the M16 on Nebandan Flats, out on some desert farmland.]]&lt;br /&gt;
[[File:Bf3 m16a3 aim.jpg|thumb|none|601px|The M16's iron sights - the sight picture appears to be a bit closer-in compared to the &amp;quot;M4&amp;quot; above.]]&lt;br /&gt;
[[File:BF3-M16-2.jpg|601px|thumb|none|Removing the STANAG magazine at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M16 (4).jpg|thumb|none|600px|Shoving in a new one rather quickly - the M16A3's rather quick reload time was another attribute in favor of its overwhelming multiplayer popularity.]]&lt;br /&gt;
[[File:BF3 M16 (5).jpg|thumb|none|600px|From empty, the rifle is held at up at an alternate angle.]]&lt;br /&gt;
[[File:BF3 M16 (6).jpg|thumb|none|600px|Palming the bolt release from empty.]]&lt;br /&gt;
[[File:Bf3 m16a4 world.jpg|thumb|none|601px|Icon and world model of the &amp;quot;M16A3&amp;quot; in Single Player. The dropped/stowed world model always shows the M16 without any sights. It also has a burlap wrap on the stock.]]&lt;br /&gt;
&lt;br /&gt;
==DIO KH2002 Sama==&lt;br /&gt;
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds from a 20-round STANAG magazine, however.&lt;br /&gt;
&lt;br /&gt;
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. &lt;br /&gt;
[[File:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission &amp;quot;Uprising&amp;quot; as he discovers the exit.]]&lt;br /&gt;
[[File:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]&lt;br /&gt;
[[File:BF3 KH2002 (0).jpg|thumb|none|600px|Right side of a KH2002 lying on the ground.]]&lt;br /&gt;
[[File:BF3 KH2002 (1).jpg|thumb|none|600px|Observing an Iranian monolith in Tehran with the KH2002.]]&lt;br /&gt;
[[File:Bf3 kh2002 aim.jpg|thumb|none|601px|Aiming with the KH2002's A2 style sights.]]&lt;br /&gt;
[[File:BF3 KH2002 (3).jpg|thumb|none|600px|Relaading the twenty-round magazine.]]&lt;br /&gt;
[[File:BF3 KH2002 reload.jpg|thumb|none|601px|And finger-gunning the charging handle to rechamber the KH2002.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The FAMAS is the first unlockable assault weapon of the expansion pack and is obtained through the completion of the ''Best Friend Forever'' assignment. It also appears in the game's Battlelog in the &amp;quot;Assignments&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed; it also has the highest fire rate of all fully automatic weapons of the game, being used by both US and Russian factions. In-game, the FAMAS uses the correct 25-round straight magazines.&lt;br /&gt;
&lt;br /&gt;
The FAMAS formerly had slightly different statistics on each platform, but this was corrected in a later patch. Furthermore, its magazine size was decreased from 30 + 1 rounds to 25 + 1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]&lt;br /&gt;
[[File:Rrt877 famas3.jpg|thumb|none|601px|A Marine stands over the Seine River with a borrowed FAMAS Valorisé.]]&lt;br /&gt;
[[File:BF3 FAMAS Iron Sight view.jpg|thumb|none|601px|Aiming with the FAMAS's actual iron sights, a rarity in most games.]]&lt;br /&gt;
[[File:Rrt877 famas3 reload.jpg|thumb|none|601px|As with many of the other bullpups, the reload involves holding the FAMAS 90 degrees to the right to access the magazine.]]&lt;br /&gt;
[[File:BF3 FAMAS (4).jpg|thumb|none|600px|Pulling the relocated charging handle.]]&lt;br /&gt;
[[File:BF3 FAMAS (5).jpg|thumb|none|600px|The FAMAS also can use its own unique bipod, deployed here.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:1000px-BF3 F2000.jpg|thumb|none|601px|A Marine with the F2000 Tactical at the Noshahr container area.]]&lt;br /&gt;
[[File:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|601px|The F2000's iron sights. These appear to have been the inspiration for the BUIS used on several other weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|601px|Firing the F2000 - the forward-ejected rounds are normally obscured, but strafing to the right makes the casings visible.]]&lt;br /&gt;
[[File:1000px-BF3 F2000 Left Side.jpg|thumb|none|601px|The character brings out and gets a quick glance at the loaded rounds in the STANAG during the reload.]]&lt;br /&gt;
[[File:BF3 F2000 (5).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit in multiplayer. A modeling mistake shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.&lt;br /&gt;
&lt;br /&gt;
[[File:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of &amp;quot;Operation Guillotine.&amp;quot; Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]&lt;br /&gt;
[[File:Rrt877 mk17.jpg|thumb|none|601px|Approaching a gas station with the SCAR-H]]&lt;br /&gt;
[[File:BF3 SCAR-H (2).jpg|thumb|none|601px|Checking the SCAR's sights against the highway.]]&lt;br /&gt;
[[File:BF3 SCAR-H (3).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]&lt;br /&gt;
[[File:BF3 SCAR-H (4).jpg|thumb|none|600px|Thumbing the bolt release, though with the user's thumb not reaching quite high enough.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3 SCAR-L (1).jpg|thumb|none|600px|Inspecting a CH-47 crash site with the first gen SCAR-L.]]&lt;br /&gt;
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|601px|none|The SCAR-L's iron sights,]]&lt;br /&gt;
[[File:BF3 SCAR-L (3).jpg|thumb|none|600px|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended. The new magazine is brought up in an odd manner, clipping through the character's fingers.]]&lt;br /&gt;
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|601px|none|Lining in the aluminum mag.]]&lt;br /&gt;
[[file:BF3_SCAR_L_bolt.jpg|thumb|601px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
In the ''Back to Karkand'' expansion pack, a [[Heckler &amp;amp; Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the &amp;quot;MG36&amp;quot;; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the &amp;quot;Extended Magazines&amp;quot; attachment in order to use its full 100+1 capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-MG36-1.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]&lt;br /&gt;
[[file:bf3 mg36 idle.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; idle, with a Beta C-mag that only holds 50 rounds]]&lt;br /&gt;
[[file:bf3 mg36 iron.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot;'s iron sights]]&lt;br /&gt;
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]&lt;br /&gt;
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36C]] is seen in single player in the mission &amp;quot;Comrades&amp;quot;; in multiplayer, the G36C (being a carbine) is used by the Engineer kit. It is capable of semi-auto, 2-round burst, and full-auto, and uses opaque magazines.&lt;br /&gt;
[[File:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission &amp;quot;Comrades.&amp;quot; Note that while the fire selector lever is in the correct position for fully automatic fire, the white position indicator is pointing to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:BF3 G36C (1).jpg|thumb|none|600px|A G36C out in Multiplayer, by the Sharqi TV station.]]&lt;br /&gt;
[[File:BF3 G36C (2).jpg|thumb|none|600px|The G36C's sight picture.]]&lt;br /&gt;
[[File:BF3 G36C (3).jpg|thumb|none|600px|Reloading, with the carbine still fairly level. The charging handle locks back when empty.]]&lt;br /&gt;
[[File:BF3 G36C (4).jpg|thumb|none|600px|Chambering the G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is available in both single and multiplayer. It is an actual H&amp;amp;K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]&lt;br /&gt;
[[File:BF3 G3A3 (1).jpg|thumb|none|600px|Overlooking Kharg Island with the G3, Revolutionary Guard style.]]&lt;br /&gt;
[[File:Bf3 g3a3 aim.jpg|thumb|none|601px|When aimed, the front sight is just held in a battle position, without being aligned with the rear notch properly.]]&lt;br /&gt;
[[File:Bf3 g3a3 reloading 1.jpg|thumb|none|601px|Palming the G3's bolt back when empty.]]&lt;br /&gt;
[[File:BF3 G3A3 (4).jpg|thumb|none|600px|Loading in another magazine with the rifle held steady.]]&lt;br /&gt;
[[File:BF3 G3A3 (5).jpg|thumb|none|600px|HK-smacking the bolt forward.]]&lt;br /&gt;
[[File:Bf3 g3a3 world.jpg|thumb|none|601px|Icon and world model. Note the slightly mispositioned magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4&amp;quot; barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the &amp;quot;M416,&amp;quot; seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.&lt;br /&gt;
[[File:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]&lt;br /&gt;
[[File:Bf3 hk416 holding.jpg|thumb|none|601px|A vanilla HK416 in Multiplayer. A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]&lt;br /&gt;
[[File:Bf3 hk416 aim.jpg|thumb|none|601px|Aiming the HK416, again, the front sight isn't aligned in the rear v-notch.]]&lt;br /&gt;
[[File:Bf3 hk416 reloading 1.jpg|thumb|none|601px|The tactical reload is performed with the rifle still held straight forward.]]&lt;br /&gt;
[[File:BF3 HK416 (4).jpg|thumb|none|600px|It has a bit more of an angle from empty.]]&lt;br /&gt;
[[File:BF3 HK416 (5).jpg|thumb|none|600px|About to smack the bolt catch.]]&lt;br /&gt;
[[File:BF3 HK416 (6).jpg|thumb|none|600px|Blackburn mantling a short fence with his HK416, showing the wafer thin, half-open dust cover. This quick can also be seen on the same weapon in ''[[Medal of Honor: Warfighter]]'' and ''[[Battlefield 4]].'']]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M27 IAR&amp;quot;===&lt;br /&gt;
The &amp;quot;M27 IAR&amp;quot; appears as a stand-in for the real [[Heckler &amp;amp; Koch M27 IAR]]. The in-game model is based on the &amp;quot;M416&amp;quot; but with a 16.5 inch barrel and 45 round extended magazine, and still features the HK416's 4-vent handguard and gas system; the real M27 uses a longer 5-vent handguard and similarly longer gas system. It is the default weapon for the US Support class.&lt;br /&gt;
[[File:HK MR556A1 QuadRail.jpg|thumb|none|450px|Heckler &amp;amp; Koch MR556A1 with 16.5 inch barrel and quad rail handguard, used to illustrate the barrel length - 5.56x45mm NATO]]&lt;br /&gt;
[[File:H&amp;amp;K M27 IAR.jpg|thumb|none|450px|An actual Heckler &amp;amp; Koch M27 IAR, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Rrt877 iar.jpg|thumb|none|601px|A Marine patrols Karkand with the &amp;quot;M27 IAR&amp;quot;. The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]&lt;br /&gt;
[[File:BF3 M27 IAR (2).jpg|thumb|none|600px|Interestingly, the front sight post appears to be a bit higher when aiming with the M27's iron sights compared to the standard HK416 carbine.]]&lt;br /&gt;
[[File:BF3 M27 IAR (3).jpg|thumb|none|600px|It reloads in the same manner as well.]]&lt;br /&gt;
[[File:BF3 M27 IAR (4).jpg|thumb|none|600px|Palming the bolt catch.]]&lt;br /&gt;
[[File:BF3 M27 IAR (5).jpg|thumb|none|600px|Right side of the not-M27 while deployed and firing; the dust cover remains shut.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M417&amp;quot;===&lt;br /&gt;
The alleged &amp;quot;M417&amp;quot; Recon class DMR from the ''Close Quarters'' DLC is a functional stand-in for the [[Heckler &amp;amp; Koch HK417]], though the in-game model is the &amp;quot;M416&amp;quot; with an extended rail, heavier profile barrel, and the factory HK stock. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's in-between the two. It has manageable recoil, and comes with a 8x scope by default. The magazines, despite somewhat resembling early-production 20-round HK417 magazines, are simply a shortened STANAG magazine model reused from the &amp;quot;M416&amp;quot;. This can be easily seen by looking at the magazine while crawling. &lt;br /&gt;
[[File:HK416 20 inch barrel.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 20 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK417_20MOD.jpg|thumb|450px|none|An actual Heckler &amp;amp; Koch HK417, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:bf3 m417 idle.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; idle, with no attachments. Like M27 and HK416, the backside of the charging handle is modeled completely solid. The receiver has the same styling as the 416, and the handguard has the 416 style locking nut on the bottom.]]&lt;br /&gt;
[[File:bf3 m417 reload1.jpg|thumb|600px|none|It also uses the game's odd set of BUIS rather than the HK sights that the 416 and M27 IAR.]]&lt;br /&gt;
[[File:bf3 m417 reload2.jpg|thumb|600px|none|Reloading the alleged 417. The rear of the receiver also matches HK's AR style.]]&lt;br /&gt;
[[File:bf3 m417 bolt.jpg|thumb|600px|none|And as with most of the AR-style rifles, the bolt release is smacked.]]&lt;br /&gt;
&lt;br /&gt;
===XBOW===&lt;br /&gt;
An assignment-unlocked gadget introduced in the ''Aftermath'' DLC is the &amp;quot;XBOW,&amp;quot; a tactical crossbow made from a defunct HK416. It is available to all classes, and has two variants - one equipped with a Kobra sight, and another equipped with a PKS-07 scope. The XBOW uses standard bolts, and has scan, explosive, and high velocity bolts that can be acquired from other assignments. The fire selector function is used to cycle through bolt types.&lt;br /&gt;
[[File:BF3 XBOW (1).jpg|thumb|none|600px|The reflex sight XBOW on Epicenter.]]&lt;br /&gt;
[[File:BF3 XBOW (2).jpg|thumb|none|600px|Resetting the bowstring after firing.]]&lt;br /&gt;
[[File:BF3 XBOW (3).jpg|thumb|none|600px|And setting in a new arrow.]]&lt;br /&gt;
[[File:BF3 XBOW (4).jpg|thumb|none|600px|The &amp;quot;Scan&amp;quot; bolt has something of a miniaturized T-UGS motion sensor mounted as its head.]]&lt;br /&gt;
[[File:BF3 XBOW (5).jpg|thumb|none|600px|Loading up an explosive bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK53==&lt;br /&gt;
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original &amp;quot;HK53&amp;quot; name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.&lt;br /&gt;
[[File:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version.]]&lt;br /&gt;
[[File:Rrt877 hk53.jpg|thumb|none|601px|Out in the Russian deployment zone on Gulf of Oman with the HK53.]]&lt;br /&gt;
[[File:BF3 HK53 (2).jpg|thumb|none|600px|Compared to the other HK weapons, its rear sight appears to be set to the 200m setting, with the full peep.]]&lt;br /&gt;
[[File:BF3 HK53 (3).jpg|thumb|none|600px|Empty reloads are performed in typical HK fashion.]]&lt;br /&gt;
[[File:Rrt877 hk53 reloading.jpg|thumb|none|601px|Lining in a new magazine.]]&lt;br /&gt;
[[File:BF3 HK53 (5).jpg|thumb|none|600px|And smacking the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 as a stand-in for the L123A2, or the M26 MASS.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customization screen.]]&lt;br /&gt;
[[file:bf3 l85 idle.jpg|thumb|none|601px|Securing the Veteran's Retreat with an unmodified L85A2. Note the dovetail mount that the rear sight/carry handle is mounted to, which gains a strip of Picatinny when other sights are equipped.]]&lt;br /&gt;
[[File:BF3 L85A2 (2).jpg|thumb|none|600px|The L85's tall, somewhat narrow sights.]]&lt;br /&gt;
[[File:BF3 L85A2 (3).jpg|thumb|none|600px|Pulling out the STANAG at the start of a reload.]]&lt;br /&gt;
[[file:bf3 l85 reload.jpg|thumb|none|601px|The magazine also clips slightly out of the magwell. Bullets are modeled inside on tactical reloads, but not when the magazine is empty.]]&lt;br /&gt;
[[file:bf3 l85 bolt.jpg|thumb|none|601px|Clapping the top of the L85A2 to rechamber it - the bolt release is actually lower, and the comma charging handle always appears to be forward during the empty reload. The user's fingers are also phasing through the carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the &amp;quot;PDW-R&amp;quot; (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's &amp;quot;walking into a fire&amp;quot; plan.]]&lt;br /&gt;
[[File:BF3 PDR (0).jpg|thumb|none|600px|The Magpul PDR in multiplayer, on the &amp;quot;Operation 925&amp;quot; level.]]&lt;br /&gt;
[[File:BF3 PDR (0.5).jpg|thumb|none|600px|Using the F2000-esque iron sights.]]&lt;br /&gt;
[[File:BF3 PDR (1).jpg|thumb|none|601px|The PDR's reload begins with thumbing out the magazine.]]&lt;br /&gt;
[[File:BF3 PDR (4).jpg|thumb|none|600px|Holding up an old straight Magpul 20-rounder.]]&lt;br /&gt;
[[File:BF3 PDR (2).jpg|thumb|none|601px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95B==&lt;br /&gt;
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.&lt;br /&gt;
[[File:Qbz-95carb s.jpg|thumb|none|400px|QBZ-95B - 5.8x42mm]]&lt;br /&gt;
[[File:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customize menu. The 5.45mm cartridge detail was fixed to 5.8x42mm in an update.]]&lt;br /&gt;
[[File:QBZ-95BF3.jpg|thumb|none|601px|A Russian Engineer with the QBZ-95B compact carbine. The top handle appears to be shortened down.]]&lt;br /&gt;
[[File:BF3 QBZ-95B (2).jpg|thumb|none|600px|Iron sights of the QBZ.]]&lt;br /&gt;
[[File:BF3 QBZ-95B (3).jpg|thumb|none|600px|Firing shows the charging handle reciprocating and a spent cartridge can be seen ejecting out.]]&lt;br /&gt;
[[File:QBZ-95RELOADBF3.jpg|thumb|none|601px|It reloads in a tacticool style, where a fresh mag is grabbed first and pressed against the spent one.]]&lt;br /&gt;
[[File:BF3 QBZ-95B (5).jpg|thumb|none|600px|Loading in the new magazine.]]&lt;br /&gt;
[[File:BF3 QBZ-95B (6).jpg|thumb|none|600px|And charging the QBZ-95B.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model has the markings and serial number of a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), suggesting that the model is referenced after said gun, though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in &amp;quot;Comrades&amp;quot;, where a police officer exiting the van has one, and the other one being found by the player after the train crashes in &amp;quot;The Great Destroyer&amp;quot;.&lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission &amp;quot;Comrades&amp;quot; as he fights his way through a French police cordon.]]&lt;br /&gt;
[[File:BF3 SG553 (1).jpg|thumb|none|600px|A SIG SG 553 carbine out in the snowy Alborz Mountains.]]&lt;br /&gt;
[[File:BF3 SG553 (2).jpg|thumb|none|600px|The rear notch that SIG sight drums usually have is missing here, so the front post is just aligned with the open slot's edges.]]&lt;br /&gt;
[[File:BF3 SG553 (3).jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]&lt;br /&gt;
[[File:BF3 SG553 Reload.jpg|thumb|none|601px|Giving the bolt catch a SIG-slap. This shouldn't really work as the bolt release needs to be pushed upwards instead of being pressed like a button.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the &amp;quot;Ziba Tower&amp;quot; gameplay video. It is named &amp;quot;ACW-R&amp;quot; (likely meaning 'Adaptive Combat Weapon - Rifle') much like the &amp;quot;PDW-R&amp;quot;. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the &amp;quot;ACW-R&amp;quot; in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. The game model has the five-sided handguard with full rails on the 3,6, and 9o'Clock positions, the 16.5&amp;quot; barrel, and the triangular fixed stock.&lt;br /&gt;
[[File:Remington ACR.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 acr idle.jpg|thumb|601px|none|An &amp;quot;ACW-R&amp;quot; in a Ziba Tower hallway, under some dramatic lighting.]]&lt;br /&gt;
[[File:BF3 ACR (2).jpg|thumb|none|600px|A view of the Troy iron sights, facing the other way to give a good view of the textures.]]&lt;br /&gt;
[[file:bf3 acr reload 1.jpg|thumb|601px|none|The ACR's non empty reload.]]&lt;br /&gt;
[[file:bf3 acr reload 2.jpg|thumb|601px|none|Reloading the PMag from empty.]]&lt;br /&gt;
[[file:bf3 acr bolt.jpg|thumb|601px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]&lt;br /&gt;
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his &amp;quot;ACW-R,&amp;quot; note the 16.5&amp;quot; barrel and the correct AAC Blackout flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the &amp;quot;Ziba Tower&amp;quot; gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the &amp;quot;Shepard&amp;quot; assignment which involves 10 squad revives and 30 kills with assault rifles.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]&lt;br /&gt;
[[file:bf3 aug idle.jpg|thumb|601px|none|Inside the Donya Fortress courtyard with the AUG A3-CQC.]]&lt;br /&gt;
[[file:bf3 aug iron.jpg|thumb|601px|none|The AUG A3's iron sights.]]&lt;br /&gt;
[[file:bf3 aug reload.jpg|thumb|601px|none|Reloading the waffle magazine.]]&lt;br /&gt;
[[file:BF3 AUG A3 (4).jpg|thumb|601px|none|Pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI MTAR-21==&lt;br /&gt;
The [[IMI MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.&lt;br /&gt;
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:bf3 mtar idle.jpg|thumb|none|601px|The IMI MTAR-21 in the lobby of the 925 building.]]&lt;br /&gt;
[[File:BF3 MTAR-21 (2).jpg|thumb|none|600px|It uses the flattop's built in front sight and a MaTech rear sight. The right side rail is just visible, used to mount the taclight or laser.]]&lt;br /&gt;
[[file:bf3 mtar reload1.jpg|thumb|none|601px|The MTAR-21's standard reload is performed with the carbine held to the right, similar to the other bullpups.]]&lt;br /&gt;
[[file:bf3 mtar reload2.jpg|thumb|none|601px|However, the magazine change is done differently when empty. The charging handle is shown in the rear position with the bolt locked back - though the real MTAR's charging handle is non-reciprocating, it can fall back onto the locked bolt if held upwards like this.]]&lt;br /&gt;
[[file:bf3 mtar bolt.jpg|thumb|none|601px|Pressing the bolt release, which sends the bolt and charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===M16A1===&lt;br /&gt;
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.&lt;br /&gt;
&lt;br /&gt;
===FAMAS===&lt;br /&gt;
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.&lt;br /&gt;
&lt;br /&gt;
===FN F2000===&lt;br /&gt;
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.&lt;br /&gt;
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 16 Mod 0 (SCAR-L)===&lt;br /&gt;
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.&lt;br /&gt;
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler &amp;amp; Koch HK416 + M203. 100 kill.]]&lt;br /&gt;
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416. 500 kill.]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===SIG SG 553===&lt;br /&gt;
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A1==&lt;br /&gt;
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the &amp;quot;L86A2&amp;quot; and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:bf3 l86a2 idle.jpg|thumb|600px|none|The &amp;quot;L86A2&amp;quot; idle. Unlike the L85A2, the dovetail mount is used for all sights.]]&lt;br /&gt;
[[File:BF3 L86A1 (2).jpg|thumb|none|600px|Aiming with the same sights as the L85A2.]]&lt;br /&gt;
[[File:bf3 l86a2 reload.jpg|thumb|600px|none|Reloading - the magazine lacks a modeled interior, and the tile can be seen through it.]]&lt;br /&gt;
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none|Slapping the bolt release to chamber a new round.]]&lt;br /&gt;
[[File:BF3 L86A1 (5).jpg|thumb|none|600px|Right side of the L86 while deployed, showing that it is an A1 variant.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] first appeared in the &amp;quot;Fault Line&amp;quot; trailers as the machine gun used near the the end of Operation Swordbreaker, fitted with an EOtech sight. In the released game, it was replaced by the M249 in this sequence and isn't usable in the campaign, but is carried by Montes (and Matkovic in the Night Shift mission). The M240 is unlocked at 90,000 Support score in MP, for the Support class. It incorrectly mounts a M249-style belt box beneath the receiver (which blocks the ejection port) - a strange error, as DICE modeled this correctly previously in ''[[Medal of Honor (2010)]]'''s multiplayer.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|FN M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]&lt;br /&gt;
[[File:BF3 M240B.jpg|thumb|none|600px|Hoisting up a M240B at the Oman construction site.]]&lt;br /&gt;
[[File:BF3 M240 (1).jpg|thumb|none|600px|Inspecting discarded MRE boxes with the M240B. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]&lt;br /&gt;
[[File:BF3 M240 (2).jpg|thumb|none|600px|Setting the M240 up top.]]&lt;br /&gt;
[[File:BF3 M240 (3).jpg|thumb|none|600px|The view down the MG's iron sights.]]&lt;br /&gt;
[[File:BF3 M240B (4).jpg|thumb|none|600px|Reloads start with a running of the charging handle.]]&lt;br /&gt;
[[File:BF3 M240B (5).jpg|thumb|none|600px|Placing the belt into the feed tray.]]&lt;br /&gt;
[[File:BF3 M240B (6).jpg|thumb|none|600px|Giving the top cover a smack to close it shut.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
An [[M249 SAW]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft &amp;quot;Mk 46&amp;quot; guns which have Mk 46 features but retain their STANAG wells.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|FN Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]&lt;br /&gt;
[[File:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]&lt;br /&gt;
[[File:BF3 M249 (1).jpg|thumb|none|600px|Equipping the M249 in Multiplayer, in the central Karkand area.]]&lt;br /&gt;
[[File:BF3 M249 (2).jpg|thumb|none|600px|The vanilla M249 in idle. The Marine here is probably wondering why it has a green temperate camo despite being in a desert city.]]&lt;br /&gt;
[[File:BF3 M249 (3).jpg|thumb|none|600px|The SAW's iron sights.]]&lt;br /&gt;
[[File:BF3 M249 (4).jpg|thumb|none|600px|Operating the charging handle at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M249 (5).jpg|thumb|none|600px|Popping open the M249's action.]]&lt;br /&gt;
[[File:BF3 M249 (6).jpg|thumb|none|600px|Reloading the cloth belt box.]]&lt;br /&gt;
[[File:BF3 M249 (7).jpg|thumb|none|600px|The right side of the deployed SAW, showing it has a KAC cover on the right rail.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the &amp;quot;Point Blank&amp;quot; assignment, which involves 10 kills with C4 and 10 knife takedowns.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[File:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle.]]&lt;br /&gt;
[[File:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]&lt;br /&gt;
[[File:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber and lock back the bolt.]]&lt;br /&gt;
[[File:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]] is the last MG to be unlocked in the Support kit. &lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]&lt;br /&gt;
[[File:BF3 M60E4 (1).jpg|thumb|none|600px|A Marine stands next to a modernized Huey with his modernized M60, wondering if history tends to parallel itself.]]&lt;br /&gt;
[[File:BF3 M60E4 (2).jpg|thumb|none|600px|Aiming the M60E4, the front sight is just a bit high.]]&lt;br /&gt;
[[File:BF3 M60E4 (3).jpg|thumb|none|600px|Operating the charging handle at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M60E4 (4).jpg|thumb|none|600px|The top cover open...]]&lt;br /&gt;
[[File:BF3 M60E4 (5).jpg|thumb|none|600px|...and reloading the belt box.]]&lt;br /&gt;
[[File:BF3 M60E4 (6).jpg|thumb|none|600px|Setting the M60E4 upon some sandbags. The carry handle is visible here, unlike the other belt-fed machine guns, the M60 lacks the distinct draw animation.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
The [[QJB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs. It is called the &amp;quot;QBB-95&amp;quot; in-game, which is the historical name for the QJB-95.&lt;br /&gt;
[[File:QBB95ds.jpg|thumb|none|450px|QJB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]&lt;br /&gt;
[[File:BF3-QBB95-1.jpg|thumb|none|600px|QJB-95 on the customize menu. As with the other Karkand weapons, the caliber was corrected in an update.]]&lt;br /&gt;
[[File:bf3 qbb95 idle.jpg|thumb|none|600px|Overlooking a fountain with the QJB-95.]]&lt;br /&gt;
[[File:BF3 QJB-95 (2).jpg|thumb|none|600px|Aiming the QJB-95.]]&lt;br /&gt;
[[File:bf3 qbb95 reload.jpg|thumb|none|600px|Reloading a fresh drum magazine into the QJB-95. The carry handle somewhat resembles the QJB-95-1 variant.]]&lt;br /&gt;
[[File:bf3 qbb95 charge.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BF3 QJB-95 (5).jpg|thumb|none|600px|Right side of the QJB deployed on its bipod.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
The [[QJY-88]] returns from ''Bad Company 2'', once again called the &amp;quot;Type 88&amp;quot;. This isn't wrong per se (the weapon is named &amp;quot;Type 88 GPMG&amp;quot; in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper &amp;quot;QB&amp;quot; designations.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|450px|none|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]&lt;br /&gt;
[[File:BF3 QJY-88 (1).jpg|thumb|none|600px|Drawing the QJY-88 out on a firebase on the vast Bandar Desert.]]&lt;br /&gt;
[[File:BF3QJY-88.jpg|thumb|none|600px|The QJY-88 idle at the hip.]]&lt;br /&gt;
[[File:BF3 QJY-88 (3).jpg|thumb|none|600px|Deploying the MG upon the Hesco barricade.]]&lt;br /&gt;
[[File:BF3 QJY-88 (4).jpg|thumb|none|600px|The QJY's iron sights. The rear sight is affixed to a rail, which is used to mount optics.]]&lt;br /&gt;
[[File:BF3 QJY-88 (5).jpg|thumb|none|600px|The bolt is pulled back at the start of reloads.]]&lt;br /&gt;
[[File:Bf3QJY-88reload.jpg|thumb|none|600px|Removing a used, though not empty belt box.]]&lt;br /&gt;
[[File:BF3 QJY-88 (7).jpg|thumb|none|600px|And about to latch in a new one, followed by setting in the 5.8mm belt and closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[File:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[File:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]&lt;br /&gt;
[[File:BF3 PKP (1).jpg|thumb|none|600px|Eqiupping the PKP involves dragging it onscreen with the right arm around the distinct Pecheneg carry handle/heat shield. So much of the Russian gunner's right arm is extended out that his armpit is absent at the bottom right here.]]&lt;br /&gt;
[[File:BF3 PKP (2).jpg|thumb|none|600px|The PKP, shouldered.]]&lt;br /&gt;
[[File:BF3 PKP (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BF3 PKP (4).jpg|thumb|none|600px|Pulling the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BF3 PKP (5).jpg|thumb|none|600px|Popping open the top cover.]]&lt;br /&gt;
[[File:BF3 PKP (6).jpg|thumb|none|600px|Reloading the 100-round belt box.]]&lt;br /&gt;
[[File:BF3 PKP (7).jpg|thumb|none|600px|Deploying the PKP's bipod - it uses the PKM style of bipod; the Pecheneg's bipod is affixed to the front sight as seen in the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is the starting weapon for the Russian Support class. It is referred to in game as an &amp;quot;[[RPK-74M]]&amp;quot;, a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm]]&lt;br /&gt;
[[File:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[File:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]&lt;br /&gt;
[[File:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with a janky Harris bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]&lt;br /&gt;
[[File:BF3 RPK (1).jpg|thumb|none|600px|Observing an oil pipeline at Kharg Island with the RPK.]]&lt;br /&gt;
[[File:BF3 RPK (2).jpg|thumb|none|600px|The RPK's sights, though they lack the windage adjustment knob.]]&lt;br /&gt;
[[File:BF3 RPK (3).jpg|thumb|none|600px|Pulling out the extended metal AK magazine.]]&lt;br /&gt;
[[File:BF3 RPK (4).jpg|thumb|none|600px|A good view of modeled cartridges are visible while loading in the new mag.]]&lt;br /&gt;
[[File:BF3 RPK (5).jpg|thumb|none|600px|Charging the RPK underhanded style.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Despite the fact that BF3's &amp;quot;MG36&amp;quot; is a hybrid of G36 variants, a configuration correct for an actual [[Heckler &amp;amp; Koch MG36|MG36]] appears on the Dog Tag the player is awarded with for getting 500 kills with it.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the &amp;quot;L96&amp;quot; (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. At any rate, the game treats it like an L96; its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua, and it has the former's 10-round capacity instead of the latter's 5. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. &lt;br /&gt;
[[File:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]&lt;br /&gt;
[[File:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customize menu.]]&lt;br /&gt;
[[File:bf3 l96 idle.jpg|thumb|none|600px|The &amp;quot;L96&amp;quot; idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Originally, the full set of the ''BF3'''s standard F2000-esque RIS sights was used on the top rail, with a comically short sight radius. The RIS front sight was removed in an update, but this didn't account for the G22's front sight, and shot placement was off. A further patch corrected the iron sights to work as intended.]]&lt;br /&gt;
[[File:BF3 AWM (2).jpg|thumb|none|600px|Aiming, with the G22 style front sight in correct use.]]&lt;br /&gt;
[[File:BF3 AWM (3).jpg|thumb|none|600px|Working the AW's action after firing a shot; note that the entire bolt incorrectly rotates (as opposed to just the bolt handle and the main bolt body). This does at least give a good view of the safety, which is correctly off.]]&lt;br /&gt;
[[File:BF3 AWM (4).jpg|thumb|none|600px|Depolying a kitted out AWM-F atop the Oman Hotel.]]&lt;br /&gt;
[[File:BF3 AWM (5).jpg|thumb|none|600px|The AWM as idle on the bipod. The image through the scope lacks magnification until it is actually aimed through...]]&lt;br /&gt;
[[File:bf3 l96 reload 1.jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:bf3 l96 reload 2.jpg|thumb|none|600px|Reloading the AWM.]]&lt;br /&gt;
[[File:bf3 l96 reload 3.jpg|thumb|none|600px|Chambering the rifle. Here, the issues with the back end of the bolt rotating are apparent - the corner visibly (if subtly) clips through the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.&lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF3-98B-1.jpg|thumb|none|601px|Looking at the coastal construction site with the Barret M98B on Bandar Desert.]]&lt;br /&gt;
[[File:BF3-98B-2.jpg|thumb|none|601px|Working the 98B's action, with a spent cartridge just visible past the scope.]]&lt;br /&gt;
[[File:BF3-98B-3.jpg|thumb|none|601px|Removing the magazine...]]&lt;br /&gt;
[[File:BF3-98B-4.jpg|thumb|none|601px|...and loading in a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] appears in the game, but it is exclusive to the singleplayer; its absence in BF3's multiplayer could be chalked up to difficulty with balancing the weapon properly. The M107 with an AN/PAS-13D thermal scope only appears in the singleplayer level &amp;quot;Kaffarov&amp;quot;, where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[File:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]&lt;br /&gt;
[[File:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]&lt;br /&gt;
[[File:BF3-SV98-1.jpg|thumb|none|600px|&amp;quot;Thank you, I had no idea why I was carrying that.&amp;quot;]]&lt;br /&gt;
[[File:BF3 M107 Idle.jpg|thumb|none|600px|The M107 in idle.]]&lt;br /&gt;
[[File:BF3 M107 MidReload 1.jpg|thumb|none|600px|Swapping magazines during a reload]]&lt;br /&gt;
[[File:BF3 M107 MidReload 2.jpg|thumb|none|600px|About to rock in a new one.]]&lt;br /&gt;
[[File:BF3 M107 MidReload 3.jpg|thumb|none|600px|Working the M107's action.]]&lt;br /&gt;
[[File:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25/Mk 11 Mod 0==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its US Navy designation. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission &amp;quot;Operation Swordbreaker&amp;quot;.]]&lt;br /&gt;
[[File:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission &amp;quot;Night Shift&amp;quot;.]]&lt;br /&gt;
[[File:BF3-Mk 11-1.jpg|thumb|none|601px|A Marine sniper stands out on the high part of Damavand Peak with a basic Mk 11.]]&lt;br /&gt;
[[File:BF3-Mk 11-2.jpg|thumb|none|601px|The Mk 11's ADS with the strange BUIS.]]&lt;br /&gt;
[[File:BF3-Mk 11-3.jpg|thumb|none|601px|After kitting out his rifle and hunting giant golf-ball domes, he reloads his rifle...]]&lt;br /&gt;
[[File:BF3 Mk 11 (4).jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]&lt;br /&gt;
[[File:Bf3 mk11 mod 0 world.jpg|thumb|none|601px|Icon and world model for the Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage chassis)==&lt;br /&gt;
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]&lt;br /&gt;
[[File:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]&lt;br /&gt;
[[File:BF3 M39 EMR (1).jpg|thumb|none|600px|A US Marine Recon overlooks the Sharqi construction site with a default &amp;quot;M39 EMR.&amp;quot;]]&lt;br /&gt;
[[File:BF3 M39 EMR (2).jpg|thumb|none|600px|It has a rather thin rear sight, with two illumination dots.]]&lt;br /&gt;
[[File:Rrt877 ebr reloading.jpg|thumb|none|601px|The M14's reload.]]&lt;br /&gt;
[[File:BF3 M39 EMR (4).jpg|thumb|none|600px|Letting go of the charging handle at the end of an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.&lt;br /&gt;
[[File:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:bf3 jng idle.jpg|thumb|none|601px|The MKEK JNG-90 fitted with an AN/PAS-13D scope.]]&lt;br /&gt;
[[File:BF3 JNG-90 (2).jpg|thumb|none|600px|Cycling the JNG - a spent casing is absent.]]&lt;br /&gt;
[[File:bf3 jng reload1.jpg|thumb|none|601px|Pulling back the bolt]]&lt;br /&gt;
[[File:bf3 jng reload2.jpg|thumb|none|601px|Inserting the tiny, flat new magazine]]&lt;br /&gt;
[[File:bf3 jng reload3.jpg|thumb|none|601px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco NDM-86==&lt;br /&gt;
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the &amp;quot;[[SVD]]&amp;quot;. It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.&lt;br /&gt;
[[File:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3 NorincoNDM Multi.jpg|thumb|none|601px|A NDM-86 with iron sights on Operation Firestorm.]]&lt;br /&gt;
[[File:BF3 SVD (1).jpg|thumb|none|601px|Iron sights of the NDM-86, which have a rather wide rear notch and illuminated bits.]]&lt;br /&gt;
[[File:BF3 SVD (2).jpg|thumb|none|601px|Rocking in a magazine. Note that it is straight, indicating that this is a .308 NDM-86 and not a genuine SVD.]]&lt;br /&gt;
[[File:BF3 SVD (3).jpg|thumb|none|601px|Releasing the bolt (it properly locks back upon empty).]]&lt;br /&gt;
[[File:BF3 SVD (4).jpg|thumb|none|601px|The SVD with a PSO-1 scope.]]&lt;br /&gt;
[[File:BF3 SVD (5).jpg|thumb|none|600px|The PSO's scope reticle.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.&lt;br /&gt;
[[File:Qbu-88-0.jpg|thumb|none|450px|QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customization screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]&lt;br /&gt;
[[File:Bf3 Qbu 88 idle.jpg|thumb|none|601px|A Russian soldier secures the Karkand shipping containers with his iron-sighted and bipod-ed QBU-88. It has a spotted camouflage finish.]]&lt;br /&gt;
[[File:BF3 QBU-88 (2).jpg|thumb|none|600px|View through the QBU's rather obtrusive sights.]]&lt;br /&gt;
[[File:bf3 qbu 88 reload.jpg|thumb|none|601px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, as seen here.]]&lt;br /&gt;
[[File:BF3 QBU-88 (4).jpg|thumb|none|600px|Loading in the new short magazine.]]&lt;br /&gt;
[[File:bf3 qbu 88 bolt.jpg|thumb|none|601px|Charging the QBU.]]&lt;br /&gt;
[[File:BF3 QBU-88 (6).jpg|thumb|none|600px|Right side of a deployed QBU-88.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M40A5==&lt;br /&gt;
The [[M40A5|Remington M40A5]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.&lt;br /&gt;
[[File:M40A5.jpg|thumb|none|450px|Remington M40A5 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission &amp;quot;Night Shift.&amp;quot;]]&lt;br /&gt;
[[File:BF3 M40A5 (1).jpg|thumb|none|600px|A vanilla M40A5 in Multiplayer, with the game's standard set of BUIS.]]&lt;br /&gt;
[[File:BF3 M40A5 (2).jpg|thumb|none|600px|Working the bolt after shooting at nothing in particular.]]&lt;br /&gt;
[[File:BF3 M40A5 (3).jpg|thumb|none|600px|The M40 now set up with a proper scope and bipod, out on the snowy hillside.]]&lt;br /&gt;
[[File:BF3 M40A5 (4).jpg|thumb|none|600px|The view through the 6x scope.]]&lt;br /&gt;
[[File:BF3 M40A5 (5).jpg|thumb|none|600px|Reloading the M40A5 - the standard reload is performed with the left hand.]]&lt;br /&gt;
[[File:BF3 M40A5 (6).jpg|thumb|none|600px|However, from empty, the sniper uses his right hand.]]&lt;br /&gt;
[[File:BF3 M40A5 (7).jpg|thumb|none|600px|Chambering the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98==&lt;br /&gt;
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.&lt;br /&gt;
[[File:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[File:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]&lt;br /&gt;
[[File:BF3 SV98.jpg|thumb|none|601px|A barebones SV-98 out on Kaisar Railroad.]]&lt;br /&gt;
[[File:BF3 SV-98 (2).jpg|thumb|none|600px|The SV-98's iron sights.]]&lt;br /&gt;
[[File:BF3 SV-98 (3).jpg|thumb|none|600px|It has a somewhat dramatic bolt cycling animation. A spent steel cartridge is visible just behind the right hand.]]&lt;br /&gt;
[[File:BF3 SV-98 (4).jpg|thumb|none|600px|And now equipped with the PKS-07 scope and a bipod.]]&lt;br /&gt;
[[File:BF3 SV-98 (5).jpg|thumb|none|600px|The PKS-07's scope reticle against the sky.]]&lt;br /&gt;
[[File:BF3SV98reload.jpg|thumb|none|601px|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The Yugoslavian [[Zastava M59/66|M59/66]] variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
[[File:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customize menu.]]&lt;br /&gt;
[[File:BF3 SKS (1).jpg|thumb|none|601px|Out in the Kaisar woods with the Tapco M59/66.]]&lt;br /&gt;
[[File:BF3 SKS (2).jpg|thumb|none|601px|The iron sights have a red illuminated front post and marking on the rear.]]&lt;br /&gt;
[[File:BF3 SKS (3).jpg|thumb|none|601px|Reloading the Tapco magazine while empty. While the game allows for non-empty reloads with the bolt forward, it has to be held back in order to remove Tapco magazines, and cannot really +1 in the chamber.]]&lt;br /&gt;
[[File:BF3 SKS (4).jpg|thumb|none|600px|As with the SVD, the character over-hands the charging handle to rechamber the SKS.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during &amp;quot;Operation Guillotine;&amp;quot; here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during &amp;quot;Operation Guillotine,&amp;quot; Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]&lt;br /&gt;
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]&lt;br /&gt;
[[File:BF3 Javelin (1).jpg|thumb|none|600px|A USMC Javelin operator prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]&lt;br /&gt;
[[File:BF3 Javelin (2).jpg|thumb|none|600px|The CLU's sights as drawn on a T-90 instead.]]&lt;br /&gt;
[[File:BF3 Javelin (3).jpg|thumb|none|600px|The Direct Attack light lit up, as seen with the HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]&lt;br /&gt;
[[File:GP-30BF3.jpg|thumb|none|601px|The GP-30 mounted on the AK-74.]]&lt;br /&gt;
[[File:BF3 GP-30 (2).jpg|thumb|none|600px|The GP-30 in use. Underbarrel launchers lack any sights to flick open, compared to the prior games.]]&lt;br /&gt;
[[File:BF3 GP-30 (3).jpg|thumb|none|600px|And as such, aiming is done by zooming in on the crosshair, if it was present with the HUD.]]&lt;br /&gt;
[[File:BF3 GP-30 (4).jpg|thumb|none|600px|Reloading a correctly modeled VOG round after its predecessor does some rather impressive damage on the homestead.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a &amp;quot;LVG&amp;quot; round for the M320; the name stands for &amp;quot;Low-velocity grenade&amp;quot; (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of &amp;quot;Operation Guillotine.&amp;quot; This appears to be randomly dropped by US infantry in this area.]]&lt;br /&gt;
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the &amp;quot;pick a random notch and use it like a regular iron sight&amp;quot; school of leaf sight use.]]&lt;br /&gt;
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]&lt;br /&gt;
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the &amp;quot;spent&amp;quot; round; there appears to only be one grenade round model, so the fired round is shown unfired.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
At the start of &amp;quot;Operation Guillotine,&amp;quot; Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it impossible to actually fire.&lt;br /&gt;
[[File:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[File:BF3 M224 (1).jpg|thumb|none|600px|Blackburn hands off an illumination round to Campo after setting up the M224.]]&lt;br /&gt;
[[File:BF3 M224 (2).jpg|thumb|none|600px|And Campo drops in the warhead.]]&lt;br /&gt;
[[File:BF3-M224-1.jpg|thumb|none|601px|Watching Montes and Campo fire more rounds after setting up the mortar.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
The [[Mk 153 SMAW]] appears as the American Engineer's unguided rocket launcher.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BF3 SMAW.jpg|thumb|none|601px|Looking upon a guard tower with the MK 153 SMAW at the Kharg beachhead.]]&lt;br /&gt;
[[File:BF3 SMAW (2).jpg|thumb|none|600px|Using the SMAW's sights.]]&lt;br /&gt;
[[File:BF3 SMAW (3).jpg|thumb|none|600px|Reloading after turning the tower into something more of an unglorified platform.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an &amp;quot;RPG&amp;quot;.&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like &amp;quot;leaf blade&amp;quot; should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]&lt;br /&gt;
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. &amp;quot;Good effect on target!&amp;quot;]]&lt;br /&gt;
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. &lt;br /&gt;
&lt;br /&gt;
The weapon's Battlelog description states that it fires &amp;quot;GP-7VL&amp;quot; rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. &lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]&lt;br /&gt;
[[Image:Rrt877 rpg.jpg|thumb|none|601px|A Russian engineer resists the urge to detonate the local gas station.]]&lt;br /&gt;
[[File:BF3 RPG-7 (2).jpg|thumb|none|600px|The iron sights are fairly identical to ''Bad Company 2: Vietnam'' and ''MoH'' 2010, other than the front sight is slightly reshaped.]]&lt;br /&gt;
[[Image:Rrt877 rpg reloading.jpg|thumb|none|601px|Reloading PG-7V warhead - the white crates tanked the last round for the garage.]]&lt;br /&gt;
&lt;br /&gt;
==SA-7 Grail==&lt;br /&gt;
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as &amp;quot;SA-18 Igla&amp;quot;, using the US designation, but the Russian nickname.&lt;br /&gt;
[[File:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF3BL9K38.jpg|thumb|none|350px|Battlelog render of the SA-7.]]&lt;br /&gt;
[[File:BF3 Grail (1).jpg|thumb|none|600px|Equipping the SA-7 involves flicking out the rear sight.]]&lt;br /&gt;
[[File:BF3 SA18 Multi.jpg|thumb|none|601px|The SA-7 shouldered out in the Sabalan snow.]]&lt;br /&gt;
[[File:BF3 Grail (3).jpg|thumb|none|600px|Aiming at the refinery flare as he wonders if that heat source could be locked on to.]]&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has &amp;quot;Tracking rainer&amp;quot; written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission &amp;quot;Rock and a Hard Place.&amp;quot; As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;TRACKING RAINER&amp;quot; mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these &amp;quot;weapons&amp;quot; were proof that the United States had been supplying military aid to the Ukrainian government.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 &amp;quot;Frogfoot&amp;quot; ground-attack plane, Blackburn searches the wreckage of an M1161 &amp;quot;Growler&amp;quot; ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]&lt;br /&gt;
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the &amp;quot;Stinger&amp;quot;, Blackburn has one last look in completely the wrong direction...]]&lt;br /&gt;
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]&lt;br /&gt;
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]&lt;br /&gt;
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another &amp;quot;Stinger&amp;quot; as the Frogfoot manages one last dramatic flyby. &amp;quot;I regret nothing!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===GL1===&lt;br /&gt;
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.&lt;br /&gt;
&lt;br /&gt;
===M203===&lt;br /&gt;
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M15 Anti-Tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, magnum-revolver gunfire, and sniper rounds. FRAG-12 rounds also work against them. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BF3 ATMine Multi.jpg|thumb|none|601px|Drawing a mine involves twisting the arming cap.]]&lt;br /&gt;
[[File:BF3 M15 AT (2).jpg|thumb|none|600px|A pair of M15 mines deployed. The rightward one is somewhat covered by the tire track decal floating off the terrain proper, giving it the illusion of being half-buried.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BF3 M18 Claymore (1).jpg|thumb|none|600px|Preparing to deploy a Claymore in an alley in Karkand.]]&lt;br /&gt;
[[File:BF3 M18 Claymore (2).jpg|thumb|none|600px|Getting a look at a deployed Claymore while crawling with another, which results in some wonky perspective issues.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the &amp;quot;FRAG&amp;quot; specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually &amp;quot;cook&amp;quot; the grenade's fuse.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|250px|M84 stun grenade]]&lt;br /&gt;
[[Image:BF3-Flashbang-1.jpg|thumb|none|601px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 &amp;quot;flashbang&amp;quot; grenade. In this image, the grenade isn't synced with his hand motion and is floating just next to it, though this gives a good look at the model.]]&lt;br /&gt;
[[Image:BF3-Flashbang-2.jpg|thumb|none|601px|About to toss in the M84 in a dynamic entry. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the &amp;quot;in world&amp;quot; model for this grenade and so the safety lever is still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M and BTR-90.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at the B flag on Armored Shield.]]&lt;br /&gt;
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM upon a fiery light helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The AC-130 gunship introduced in Armored Kill has the [[Bofors 40mm]] gun usable in the first seat.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
[[File:BF3 AC-130 (2).jpg|thumb|none|600px|The Bofors 40mm gun as seen from the M102 gunner's view.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of &amp;quot;Uprising,&amp;quot; Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]&lt;br /&gt;
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of &amp;quot;Thunder Run,&amp;quot; Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]&lt;br /&gt;
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 &amp;quot;Growler&amp;quot; ITV.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission &amp;quot;Going Hunting.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]&lt;br /&gt;
[[File:BF3 GAU-8A (1).jpg|thumb|none|600px|Closeup of the GAU-8/A on the A-10C on Operation Firestorm, Rush.]]&lt;br /&gt;
[[File:BF3 GAU-8A (2).jpg|thumb|none|600px|The Avenger cannon on a slightly worse for wear A-10 nose section.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]&lt;br /&gt;
[[File:BF3 Minigun (1).jpg|thumb|none|601px|Looking at an idle Minigun.]]&lt;br /&gt;
[[File:BF3 Minigun (2).jpg|thumb|none|601px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]&lt;br /&gt;
[[File:BF3 Minigun (3).jpg|thumb|none|600px|Firing - the casings can be seen spewing out, despite the lack of a feed source.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-1==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]&lt;br /&gt;
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission &amp;quot;Going Hunting,&amp;quot; Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as &amp;quot;MiGs.&amp;quot; This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]&lt;br /&gt;
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]&lt;br /&gt;
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iran and a hard place.]]&lt;br /&gt;
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]&lt;br /&gt;
[[File:BF3 GSh-30-2.jpg|thumb|none|600px|The GSh-30-2 under the Su-25TM - this variant uses a different mounting location compared to other Su-25 variants.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]&lt;br /&gt;
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]&lt;br /&gt;
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]&lt;br /&gt;
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]&lt;br /&gt;
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission &amp;quot;Gone Hunting&amp;quot; the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F &amp;quot;Super Hornet&amp;quot; callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]&lt;br /&gt;
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]&lt;br /&gt;
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]&lt;br /&gt;
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The [[M102 Howitzer]] is usable in the AC-130 gunship's second seat.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372mmR]]&lt;br /&gt;
[[File:BF3 AC-130 (3).jpg|thumb|none|600px|The M102 Howitzer as seen from the Bofors station.]]&lt;br /&gt;
[[File:BF3 AC-130 (4).jpg|thumb|none|600px|A somewhat close view of the AC-130's ground pounders as seen from a chase Ka-60 helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission &amp;quot;Thunder Run.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.&lt;br /&gt;
&lt;br /&gt;
The GAU-12/U is also mounted on the AC-130 gunship, interestingly, in two additional ''ventral'' turrets.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
[[File:BF3 AC-130 (1).jpg|thumb|none|600px|Zooming in on the rear AC-130 top turret from the forward one. These turrets can be somewhat aimed at surface targets, but are meant moreso for point defense against enemy aircraft in-game.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-22/A==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]&lt;br /&gt;
[[File:BF3 F-35B (1).jpg|thumb|none|600px|Getting an overview look at a F-35B from the AH-1Z's third person camera view.]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT and LAV-25.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the &amp;quot;clicker&amp;quot; trigger for an M58 Mine Clearing Line Charge.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]&lt;br /&gt;
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the &amp;quot;Phoenix&amp;quot;, a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]&lt;br /&gt;
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19's left side.]]&lt;br /&gt;
&lt;br /&gt;
==QLZ-87==&lt;br /&gt;
The [[QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian &amp;quot;Barsuk&amp;quot; (Badger) modification of the GAZ 3937 Vodnik truck. &lt;br /&gt;
[[image: QLZ87Light.jpg|thumb|none|400px|QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the &amp;quot;gangsta style&amp;quot; pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]&lt;br /&gt;
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs. It is also usable on the BMP-2, BTR-90, and 2S25 Sprut.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]&lt;br /&gt;
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during &amp;quot;Rock and a Hard Place,&amp;quot; the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]&lt;br /&gt;
[[File:BF3 2A42 (1).jpg|thumb|none|600px|Closeup of the armament on a BTR-90.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
A [[Mk 18 Mod 1]] is prominently featured in the base game and Limited Edition's coverart, equipped with KAC QDSS-NT4 suppressor, SureFire M900V foregrip/light combo, AN/PEQ-15, an EOTech 552, and Magpul MBUIS iron sights.&lt;br /&gt;
[[File:MK18MOD1.jpg|450px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:BF3 LimitedEd coverart.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_United_Offensive&amp;diff=1586166</id>
		<title>Call of Duty: United Offensive</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_United_Offensive&amp;diff=1586166"/>
		<updated>2023-06-24T17:01:26Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: United Offensive&lt;br /&gt;
|picture=Coduobox2.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= September 14, 2004&lt;br /&gt;
|developer=Gray Matter Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
'''''Call of Duty: United Offensive''''' is an add-on to the World War II first-person shooter ''[[Call of Duty (2003)|Call of Duty]]''. The expansion pack includes 12 new solo missions, eleven multiplayer maps, and three new game modes (Domination, Capture the Flag, and Base Assault). ''United Offensive'' also offers, for the first time, mobile vehicles for the multiplayer mode ''Call of Duty''.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The [[Colt M1911]] appears as the standard sidearm for American forces in the game, and one is used by a Bazooka-wielding soldier and Riley can pick it up for use when the gunner is killed.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|300px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:CoDUO-M1911.jpg|thumb|none|500px|An M1911 in ''Call of Duty: United Offensive''.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] appears as the standard German sidearm in the game. A Soviet Commissar is seen with one in the first Soviet Level, presumably commandeered from a defeated German soldier.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:CoDUOLuger.JPG|thumb|none|500px|A Luger P08 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOLuger2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOLuger3.jpg|thumb|none|500px|Inserting a new magazine.]]&lt;br /&gt;
[[Image:CoDUOLuger4.jpg|thumb|none|500px|Moving the toggle action.]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
For no clear reason, a [[Nagant Revolver|Nagant M1895]] revolver appears on the briefing screen for the British campaign level &amp;quot;Train Bridge.&amp;quot; It is not usable in the actual game.&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38mm Nagant]]&lt;br /&gt;
[[Image:CoDUO-Nagant-1.jpg|thumb|none|500px|A Nagant revolver is seen on the briefing screen for &amp;quot;Train Bridge,&amp;quot; the second mission in the British campaign. This is odd, as the player character has a Webley revolver in this level.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears as the standard sidearm of Soviet forces in the game. Pvt. Petrenko has one in the Kursk levels, in the first level, having a loaded one, but no magazines, which he retrieves when his squad arrives at the trenches.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[Image:CoDUOTT33.JPG|thumb|none|500px|A Tokarev TT-33 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOTT1.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOTT2.jpg|thumb|none|500px|Removing the magazine on a non-empty TT.]]&lt;br /&gt;
[[Image:CoDUOTT3.jpg|thumb|none|500px|Empty reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk IV==&lt;br /&gt;
The [[Webley .38 Mk IV]] &amp;quot;Duty&amp;quot; model appears as the standard sidearm of British forces in the game, and is incorrectly referred to as the Mk IV model. When Doyle is shot down over Holland, he starts off with a Webley Mk IV until he acquires some German weapons, and Ingram uses one on a motorcycle he and Doyle commandeer to escape during the British levels set in Sicily.&lt;br /&gt;
[[File:ShortWebley MkIV.jpg|thumb|300px|none|Webley Mk IV, 4&amp;quot; barrelled &amp;quot;Duty&amp;quot; model - .38 S&amp;amp;W]]&lt;br /&gt;
[[Image:CoDUOWebley.JPG|thumb|none|500px|A Webley Mk IV in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOWebley1.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOWebley2.jpg|thumb|none|500px|Opening up the revolver.]]&lt;br /&gt;
[[Image:CoDUOWebley3.jpg|thumb|none|500px|Emptying out the casings.]]&lt;br /&gt;
[[Image:CoDUOWebley4.jpg|thumb|none|500px|Inserting the speedloader.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] appears as the standard submachine gun for American forces in the game, notably Captain Foley and Sergeant Moody in the first two American Levels.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:CoDUOM1A1Thompson.JPG|thumb|none|500px|An M1A1 Thompson in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOM1A1Thompson2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOM1A1Thompson3.jpg|thumb|none|500px|Smashing in a fresh magazine.]]&lt;br /&gt;
[[Image:CoDUOM1A1Thompson4.jpg|thumb|none|500px|Pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] appears on box art and briefing screens, but is not available for use during gameplay.&lt;br /&gt;
[[Image:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:CoDUOM1928A1Thompson.JPG|thumb|none|500px|An M1928A1 Thompson in a briefing screen (bottom right) in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears as the standard submachine gun for German forces in the game, and Doyle commandeers one at the start of the Holland Level.&lt;br /&gt;
[[Image:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[Image:CoDUOMP40.JPG|thumb|none|500px|An MP40 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOMP401.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOMP402.jpg|thumb|none|500px|Changing the magazine.]]&lt;br /&gt;
[[Image:CoDUOMP403.jpg|thumb|none|500px|Locking the bolt back in firing position.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
[[PPSh-41]] submachine guns are used by several Soviet Soldiers in the game, notably by Sgt. Antonov as his main weapon of choice. In some menu and Soviet briefing screens, PPSh-41's can be seen with 35-round box magazines, though the PPSh-41 always uses the 71-round drum ingame.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:CoDUOPPSh41 1.JPG|thumb|none|500px|A PPSh-41 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOPPSh412.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOPPSh41 3.jpg|thumb|none|500px|Inserting a 71-round drum magazine.]]&lt;br /&gt;
[[Image:CoDUOPPSh41 4.jpg|thumb|none|500px|Pulling the charging handle.]]&lt;br /&gt;
[[Image:Ppsh41-2.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:CoDUOPPSh41 2.JPG|thumb|none|500px|A PPSh-41 (far-right) with a 35-round box magazine in a menu screen in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
Major Ingram uses a [[Sten Mk II]] as his weapon of choice in the Holland Level, and [[Sten Mk II(S)|suppressed versions]] are used by Doyle, Ingram, and their SAS Team in the Sicily Fortress level. The standard version has undergone a remodel from the main game. The suppressed version is only available in single-player.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:CoDUOIngramSten.JPG|thumb|none|500px|Major Ingram wielding a Sten Mk II in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOSten1.jpg|thumb|none|500px|The Sten in-game.]]&lt;br /&gt;
[[Image:CoDUOSten2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOSten3.jpg|thumb|none|500px|Changing the magazine.]]&lt;br /&gt;
[[Image:CoDUOSten4.jpg|thumb|none|500px|Rechamnbering by pulling the bolt handle.]]&lt;br /&gt;
[[Image:StenMKIISilenced.jpg|thumb|none|400px|Sten Mk IIS - 9x19mm]]&lt;br /&gt;
[[Image:CoDUOStenSupp.JPG|thumb|none|500px|The suppressed version of the Sten, the [[Sten Mk IIS]], in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] appears in the game.&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm]]&lt;br /&gt;
[[Image:CoDUOFG1.jpg|thumb|none|500px|AN FG 42 in-game.]]&lt;br /&gt;
[[Image:CoDUOFG2.jpg|thumb|none|500px|Using the scope.]]&lt;br /&gt;
[[Image:CoDUOFG3.jpg|thumb|none|500px|Removing a used magazine.]]&lt;br /&gt;
[[Image:CoDUOFG4.jpg|thumb|none|500px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] appears being used by German forces in the game, and is comparable in performance to the SVT-40 rifle. Its appearance in the Kursk and Kharkov missions (and potential use in multiplayer maps like Kursk, Kharkov, Ponyri and Stalingrad) is anachronistic, as the rifle was produced from October 1943 onward (and the Kursk and Kharkov missions are set in July and August 1943 respectively). The period-appropriate semi-automatic German rifle for these battles should have been its predecessor, the Gewehr 41, which was produced from 1940 until 1941 and was widely used in the Eastern Front.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:CoDUOGewehr43.JPG|thumb|none|500px|A Gewehr 43 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOGewehr43_1.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOGewehr43_2.jpg|thumb|none|500px|Mid-reload. The Player moves back the slide.]]&lt;br /&gt;
[[Image:CoDUOGewehr43_3.jpg|thumb|none|500px|Inserting a fresh magazine into an empty G43.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] appears being used by German forces in the game, and both scoped and unscoped versions are used. The American Character, Corporal Scott Riley, notably uses one with scope in the Foy Level to take out several Panzerschreck infantry threatening the American Shermans.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[Image:CoDUOKar98k.JPG|thumb|none|500px|A Karabiner 98k in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOKar98k_1.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOKar98k_2.jpg|thumb|none|500px|Working the bolt handle.]]&lt;br /&gt;
[[Image:CoDUOKar98k_3.jpg|thumb|none|500px|Putting in a new 5-round stripper clip.]]&lt;br /&gt;
[[Image:98kZF4.jpg|thumb|none|450px|Karabiner 98k with Zeiss ZF41 1.5x scope and hooded front sight - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:CoDUOKar98kScoped.JPG|thumb|none|500px|A Karabiner 98k with Zeiss ZF1 scope in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOKar98ks_2.jpg|thumb|none|500px|Using the scope.]]&lt;br /&gt;
[[Image:CoDUOKar98ks_3.jpg|thumb|none|500px|Loading a single round.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] appears as the standard rifle for British forces in the game, having the highest magazine capacity of all bolt-action rifles with a 10-round magazine loaded via two stripper clips. They are notably seen in the Holland Level by the Dutch Resistance Members assisting Major Ingram and the British Character, James Doyle.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[Image:CoDUOSMLE.JPG|thumb|none|500px|A Lee-Enfield No. 4 Mk I in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOSMLE1.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOSMLE2.jpg|thumb|none|500px|Reloading one 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] serves as the standard rifle for American forces in the game, and is used by Cpl. Riley in several American Levels.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[Image:CoDUOGarand.JPG|thumb|none|500px|An M1 Garand in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOGarand2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOGarand3.jpg|thumb|none|500px|About to load in a new en-bloc clip.]]&lt;br /&gt;
[[Image:CoDUOGarand4.jpg|thumb|none|500px|Sinking in the clip.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The folding-stock [[M1A1 Carbine]] appears as another weapon used by American forces in the game, notably Sgt. Moody, who uses one in the Foy and Noville Levels. The M1A1 in the game is shown fitted with an anachronistic adjustable rear sight; the M1 Carbine series did not receive this upgrade until after World War 2.&lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[Image:CoDUOM1A1Carbine.JPG|thumb|none|500px|An M1A1 Carbine in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOM1A1Carbine2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOM1A1Carbine3.jpg|thumb|none|500px|Beating the new magazine.]]&lt;br /&gt;
[[Image:CoDUOM1A1Carbine4.jpg|thumb|none|500px|Releasing the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A4 Springfield==&lt;br /&gt;
The[[M1903A4 Springfield]] appears as the standard sniper rifle for American and British (instead of a [[Lee-Enfield No. 4 Mk I (T)]] sniper rifle) forces in the game. Riley uses one twice in the game, first to cover Sgt. Moody in the first American Level while he pops smoke for incoming P-47 Thunderbolts, and again in Foy when he takes out a Flak 88 spotter.&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|450px|M1903A4 Springfield sniper rifle with M84 scope - .30-06]]&lt;br /&gt;
[[Image:CoDUOM1903A4Springfield.JPG|thumb|none|500px|An M1903A4 Springfield sniper rifle in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOSpringfield1.jpg|thumb|none|500px|Using the scope.]]&lt;br /&gt;
[[Image:CoDUOSpringfield2.jpg|thumb|none|500px|Tucking in a single round.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin Nagant M91/30]] appears as one of two main rifles for Soviet forces in the game, both the standard and sniper versions. Pvt. Petrenko uses one in the Kursk Levels, in the first, has a loaded rifle, but no clips, which he gets when he reaches the trenches. A sniper variant is used during the attack on Kharkov when Yuri uses one to provide cover for a group of engineers sent to destroy German defenses blocking the Soviet advance into the square. One goof in the game is that the infantry version has the same downturned bolt handle as the sniper version. It is also erroneously shown as being fed with a stripper clip 'en bloc'&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDUONagant.JPG|thumb|none|500px|A Mosin Nagant M91/30 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUONagant2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUONagant3.jpg|thumb|none|500px|Reloading.]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper variant 7.62x54mm R with PU scope]]&lt;br /&gt;
[[Image:CoDUONagantScoped.JPG|thumb|none|500px|A Mosin Nagant M91/30 sniper variant in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUONagantScoped2.JPG|thumb|none|500px|Using the PU scope.]]&lt;br /&gt;
[[Image:CoDUONagantScoped3.JPG|thumb|none|500px|Reloading a new stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears being used by German forces, referred to in-game as the &amp;quot;MP44&amp;quot;.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm 'Kurz']]&lt;br /&gt;
[[Image:CoDUOSTG44.JPG|thumb|none|500px|A Sturmgewehr 44 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOSTG1.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOSTG2.jpg|thumb|none|500px|Reloading. Note the serial number.]]&lt;br /&gt;
[[Image:CoDUOSTG3.jpg|thumb|none|500px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[Tokarev SVT-40]] appears as one of two rifles available to Soviet forces in the game, though does not have a scoped variant. Pvt. Petrenko has one at the start of the first level in Kharkov, and Cpl. Vasilli Kulikov uses one in many levels.&lt;br /&gt;
[[Image:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDUOSVT40.JPG|thumb|none|500px|A Tokarev SVT-40 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOSVT402.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOSVT403.jpg|thumb|none|500px|Mid-reload. Like the G43 the player moves back the slide.]]&lt;br /&gt;
[[Image:CoDUOSVT404.jpg|thumb|none|500px|Inserting a new 10-round magazine. Just ingnore the 2D rounds.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
The [[Bren Mk2]] appears in the game.&lt;br /&gt;
[[File:Bren mk2.jpg|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[Image:CoDUOBren1.jpg|thumb|none|500px|The Bren gun in-game.]]&lt;br /&gt;
[[Image:CoDUOBren2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOBren3.jpg|thumb|none|500px|Removing the used magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle]] is used by many American soldiers in the game. As in ''[[Call of Duty]]'' and ''[[Saving Private Ryan]]'', the B.A.R. in the game is a M1918A2 version with the bipod removed.&lt;br /&gt;
[[Image:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:CoDUOBAR.JPG|thumb|none|500px|A Browning Automatic Rifle in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOBAR2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOBAR3.jpg|thumb|none|500px|Pulling the handle before inerting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun appears in the game being mounted on M4 Sherman tanks that assist the player in the American levels of the game. Due to a glitch in the game, the Shermans appear to have two M1919s in the same hull mounting.&lt;br /&gt;
[[Image:M1919A4Browning.jpg|thumb|none|450px|Browning M1919 on M2 tripod - .30-06]]&lt;br /&gt;
[[Image:CoDUOM1919.JPG|thumb|none|500px|A fixed Browning M1919 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOM1919Sherman.JPG|thumb|none|500px|A Browning M1919 machine gun mounted on an M4 Sherman in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The [[Browning M1919A6]] machine gun appears in the game which Riley uses when its user is killed, and uses it to kill several Germans. &lt;br /&gt;
[[File:M1919a late WWII.jpg|thumb|none|450px|Browning M1919A6, late WWII manufacture - .30-06]]&lt;br /&gt;
[[Image:CoDUOM1919A6.JPG|thumb|none|500px|A Browning M1919A6 in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOM1919A6_2.jpg|thumb|none|500px|Deploying the bipod.]]&lt;br /&gt;
[[Image:CoDUOM1919A6_3.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOM1919A6_4.jpg|thumb|none|500px|Opening up the receiver.]]&lt;br /&gt;
[[Image:CoDUOM1919A6_5.jpg|thumb|none|500px|Setting a new belt into place.]]&lt;br /&gt;
[[Image:CoDUOM1919A6_6.jpg|thumb|none|500px|Closing.]]&lt;br /&gt;
[[Image:CoDUOM1919A6_7.jpg|thumb|none|500px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
Several versions of the [[Browning M2]] heavy machine gun appear in the game; the [[Browning M2#Browning M2 Heavy Barrel|M2HB]] appears in the American levels mounted on a tripod and on the back of a Jeep, Cpl. Riley using the latter to take out German troops and light vehicles while escaping a German attack. The [[Browning M2#Browning M2 Aircraft|M2 Aircraft]] version appears mounted on P-47 Thunderbolt fighters and in the first British level when Doyle serves as a gunner onboard a British &amp;quot;Fortress III&amp;quot; B-17 fitted with numerous M2 Aircraft machine guns.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mounting - .50 BMG (12.7x99mm NATO)]]&lt;br /&gt;
[[Image:CoDUOM2HBJeep.JPG|thumb|none|500px|A Browning M2HB heavy machine gun mounted on a Jeep in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|Browning M2HB on M3 tripod - .50 BMG]]&lt;br /&gt;
[[Image:CoDUOM2HBTripod.JPG|thumb|none|500px|A U.S. Army soldier mans a tripod-mounted M2HB heavy machine gun in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft - .50 BMG]]&lt;br /&gt;
[[Image:CoDUOM2Aircraft 1.JPG|thumb|none|500px|A pair of Browning M2 Aircraft heavy machine guns in a B-17 dorsal turret in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOM2Aircraft 2.JPG|thumb|none|500px|A Browning M2 Aircraft heavy machine gun in a B-17 waist position in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
==Degtyarev DP==&lt;br /&gt;
The [[Degtyarev DP Series Machine Gun|Degtyarev DP light machine gun]] appears as the standard machine gun for Soviet forces in the game. They are notably seen in the first Soviet level, mounted in nests above the Soviet trenches at the Battle of Kursk, and again when the Soviet Character, Pvt. Yuri Petrenko helps the Soviets defend the Kharkov train station in the final Soviet level.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|450px|DP light machine gun - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDUODPMG.JPG|thumb|none|500px|A Degtyrarev DP machine gun in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUODP1.jpg|thumb|none|500px|Holding the DP.]]&lt;br /&gt;
[[Image:CoDUODP2.jpg|thumb|none|500px|Deploying the bipod.]]&lt;br /&gt;
[[Image:CoDUODP3.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUODP4.jpg|thumb|none|500px|Putting a new magazine ontop.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 tanks are armed with [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDUODT.jpg|thumb|none|500px|A DT mounted in a T34/85.]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
The [[Goryunov SG-43 Machine Gun|SG-43]] can be find and use in single-playing game in the mission &amp;quot;Trenches&amp;quot;. It is also on the Soviet vehicles in multiplayer.&lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|450px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoD_UO_SG-1.JPG|thumb|none|500px|Soviet soldier fires of SG-43 machine gun.]]&lt;br /&gt;
[[Image:CoD_UO_SG-2.JPG|thumb|none|500px|The player uses of SG-43 machine gun.]]&lt;br /&gt;
[[Image:CoD_UO_SG-3.JPG|thumb|none|500px|SG-43 machine gun mounted on the Soviet GAZ-67b jeep.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] machine gun appears as one of two machine guns used by German forces in the game and acts as the counterpart to the American M1919 and Soviet Degtyarev machine guns; coming in both infantry-portable and vehicle-mounted versions.&lt;br /&gt;
[[Image:mg-34man-portable.jpg|thumb|none|450px|MG34 with 75 round drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:CoDUOMG34.JPG|thumb|none|500px|An MG34 machine gun in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOMG342.jpg|thumb|none|500px|Deploying the bipod.]]&lt;br /&gt;
[[Image:CoDUOMG343.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOMG344.jpg|thumb|none|500px|Inserting a new belt drum.]]&lt;br /&gt;
[[Image:CoDUOMG345.jpg|thumb|none|500px|Pulling the tip of the belt before racking the charging handle.]]&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|450px|MG34 'Panzerlauf' machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:CoDUOMG34Panzer.JPG|thumb|none|500px|An MG34 machine gun mounted on a German Panzer IV tank in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] appears as one of two machine guns used by the German forces in the game, often in fixed positions.&lt;br /&gt;
[[Image:MG42Bipod.jpg|thumb|none|450px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[Image:CoDUOMG42.JPG|thumb|none|500px|An MG42 machine gun in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOMG42_2.jpg|thumb|none|500px|Manning the MG42.]]&lt;br /&gt;
[[Image:CoDUOMG42_3.jpg|thumb|none|500px|An unprepared MG on the table.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M9A1 Bazooka==&lt;br /&gt;
The [[M9A1 &amp;quot;Bazooka&amp;quot;]] appears as the main anti-tank weapon for American forces in the game. Cpl. Riley uses one during the first level to take out some Panzer IV tanks that threaten the American positions, and again when he takes out another Panzer that is part of a German convoy.&lt;br /&gt;
[[File:M9A1 Bazooka.jpg|thumb|none|450px|M9A1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[Image:CoDUOM9Bazooka.JPG|thumb|none|500px|An M9A1 Bazooka in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOM9Bazooka2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOM9Bazooka3.jpg|thumb|none|500px|A Soviet soldier reloads his Lend-Leased American Bazooka.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] appears as one of two German anti-tank weapons in the game. Private Petrenko uses many of them a few times in the Kharkov levels, taking out several German tanks and Sd.Kfz. 251 half-tracks with them. It is the only anti-tank weapon in the game that cannot be reloaded, but there are usually several available for the player to use.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust 44mm with 149mm warhead]]&lt;br /&gt;
[[Image:CoDUOPanzerfaust.JPG|thumb|none|500px|A Panzerfaust in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOPanzerfaust2.JPG|thumb|none|500px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==RPzB 43 Panzerschreck==&lt;br /&gt;
The [[Panzerschreck|RPzB 43 Panzerschreck]] appears as the second German anti-tank weapon in the game. Pvt. Riley uses one in the Noville Level when he and his squad defend the town chateau from the Germans, taking out several Panzer IVs and Sd.Kfz. 251 half-tracks with it.&lt;br /&gt;
[[Image:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck with rocket - 88mm]]&lt;br /&gt;
[[Image:CoDUOPanzerschreck.JPG|thumb|none|500px|A RPzB 43 Panzerschreck in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOPanzerschreck2.jpg|thumb|none|500px|Aiming.]]&lt;br /&gt;
[[Image:CoDUOPanzerschreck3.jpg|thumb|none|500px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the standard smoke grenade for all factions in multyplayer. The [[Nebelhandgranate 39]] for the Germans, the RDG-1 Smoke Grenade for the Soviets and the No. 77, F.M. MK. 2  or No. 79 MK. 1 Smoke Grenade for the British were more accurate.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:CoDUOSmoke1.jpg|thumb|none|500px|Holding.]]&lt;br /&gt;
[[Image:CoDUOSmoke2.jpg|thumb|none|500px|Revoming the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
In some British briefing screens, [[Mills Bomb]] hand grenades can be seen. If the player character is equipped with grenades at the start of a mission in the British levels they will be Mills grenades, labelled as &amp;quot;MK1 Frag Grenade.&amp;quot;&lt;br /&gt;
[[Image:Mills Bomb SGM-1.jpg|thumb|none|150px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:CoDUOMillsBomb.JPG|thumb|none|500px|A pair of Mills Bomb hand grenades (top-left, bottom-left) in a briefing screen in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOMillsBomb2.JPG|thumb|none|500px|Holding a Mill Bomb.]]&lt;br /&gt;
[[Image:CoDUOMillsBomb3.JPG|thumb|none|500px|Throwing.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] appears as the main grenade for American forces in the game.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:CoDUOMk2Frag.JPG|thumb|none|500px|A Mk 2 hand grenade in ''Call of Duty: United Offensive'']]&lt;br /&gt;
[[Image:CoDUOMk2Frag2.jpg|thumb|none|500px|Tossing an Mk 2.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears as the standard grenade for German forces in the game.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[Image:CoDUOModel24.JPG|thumb|none|500px|A Model 24 Stielhandgranate in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 Stick Grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears as the main grenade of Soviet forces in the game.&lt;br /&gt;
[[Image:Rgd-33russianfrag mp.jpg|thumb|none|300px|RGD-33 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[Image:CoDUORGD33 2.jpg|thumb|none|500px|Preparing a RGD-33.]]&lt;br /&gt;
[[Image:CoDUORGD33.JPG|thumb|none|500px|An RGD-33 stick grenade in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
During the Soviet levels of the game, the player will occasionally encounter German soldiers armed with [[Flammenwerfer 35]] flamethrowers. They have a short range, but can cause heavy damage when they do hit. The game files refer the weapon to as the [[Flammenwerfer 41]], even though it is actually modeled after a Flammenwerfer 35.&lt;br /&gt;
[[Image:Flammenwerfer41-05.jpg|thumb|none|265px|Flammenwerfer 35 flamethrower]]&lt;br /&gt;
[[Image:CoDUOFlammenwerfer35_1.jpg|thumb|none|500px|A ''Flammenwerfer'' next to a Dead Soviet soldier.]]&lt;br /&gt;
[[Image:CoDUOFlammenwerfer35_2.jpg|thumb|none|500px|Holding the flamethrower.]]&lt;br /&gt;
[[Image:CoDUOFlammenwerfer35_3.jpg|thumb|none|500px|Werfing some Flammen.]]&lt;br /&gt;
[[Image:CoDUOFlammenwerfer35.JPG|thumb|none|500px|A German soldier brandishing a Flammenwerfer 35 flamethrower, seen through the scope of a Mosin-Nagant M91/30 sniper rifle in ''Call of Duty: United Offensive'']]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 30==&lt;br /&gt;
A [[2cm FlaK 30]] is mounted on the German PT boat at the end of the Sicily campaign, that is stolen by Doyle and Ingram&lt;br /&gt;
[[Image:Flak30.jpg|thumb|none|400px|2 cm FlaK 30 - 20x138mm B]]&lt;br /&gt;
[[Image:CoDUOFlak30_1.jpg|thumb|none|500px|The 2cm FlaK C/30 in-game.]]&lt;br /&gt;
[[Image:CoDUOFlak30_2.jpg|thumb|none|500px|Doyle mans the AA gun.]]&lt;br /&gt;
&lt;br /&gt;
==2 cm Flakvierling 38==&lt;br /&gt;
The [[Flakvierling 38]] is mounted on Flakpanzer IV ''Möbelwagen'', the Tirpitz and in one Russian level in Kharkov.&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:CoDUOFlak38_1.jpg|thumb|none|500px|Left side.]]&lt;br /&gt;
[[Image:CoDUOFlak38_2.jpg|thumb|none|500px|Right side.]]&lt;br /&gt;
[[Image:CoDUOFlak38_3.jpg|thumb|none|500px|Manning the FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
The [[Granatwerfer 34 Mortar]] can be seen during the assault on the village Foy&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[Image:CoDUOMörser1_1.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:CoDUOMörser1.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
The 8.8cm FlaK 18 returns from the previous game.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:CoDUOFlak88_1.jpg|thumb|none|500px|Right side.]]&lt;br /&gt;
[[Image:CoDUOFlak88_2.jpg|thumb|none|500px|Left side.]]&lt;br /&gt;
[[Image:CoDUOFlak88_3.jpg|thumb|none|500px|Using the FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Pak 43/41==&lt;br /&gt;
Some [[8.8 cm Pak 43|8.8 cm Pak 43/41]] anti tank guns can be seen throughout the American and Soviet campaign.&lt;br /&gt;
[[Image:8.8 cm PaK 43 41.jpg|thumb|none|450px|8.8 cm Pak 43/41 anti-tank gun on split-trail mount - 88x822mm R]]&lt;br /&gt;
[[Image:CoDUOPak1.jpg|thumb|none|500px|Left side.]]&lt;br /&gt;
[[Image:CoDUOPak2.jpg|thumb|none|500px|Rear view.]]&lt;br /&gt;
[[Image:CoDUOPak3.jpg|thumb|none|500px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm SK L/40 naval gun==&lt;br /&gt;
15 cm SK L/40 naval guns are mounted in the Capo Murro di Porco garrison on Sicily&lt;br /&gt;
[[Image:CoDUONavalgun1.jpg|thumb|none|500px|Left side.]]&lt;br /&gt;
[[Image:CoDUONavalgun2.jpg|thumb|none|500px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1556022</id>
		<title>Area-51</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1556022"/>
		<updated>2023-02-14T03:08:43Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Area51 game.jpg‎|thumb|right|303px|''Area-51'' (2005)]]&lt;br /&gt;
'''The following weapons can be seen in the video game ''Area-51'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==M-11 &amp;quot;Scorpion&amp;quot; Pistol==&lt;br /&gt;
The standard issue sidearm of US military Area 51 security personnel. It is also the primary weapon of Captain Ramirez and Lieutenant Chew. The weapon's overall size and shape best resembles a [[Desert Eagle]]. The gun has a built in flashlight along with a red-dot scope mounted on the slide. Each shot dealt by the weapon is fairly powerful and its 8 round magazine suggests that it is chambered in .44 Magnum. The pistol's in game name suggests that the developers wanted to pass it off as a replacement for the [[Beretta M9]]; unfortunately, there already is a handgun with the designation M11, the [[SIG-Sauer P228]].&lt;br /&gt;
[[Image:DesertEagle44Magnum.jpg|thumb|none|300px|Desert Eagle .44 Magnum]]&lt;br /&gt;
[[Image:Area51w pistol.jpg‎|thumb|none|400px|The M-11 &amp;quot;Scorpion&amp;quot; Pistol's model.]]&lt;br /&gt;
[[Image:Area 51 Pistol 1st Person.JPG‎|thumb|none|500px|The M-11 in the player character's hands.]]&lt;br /&gt;
[[Image:Area 51 Pistol sights.JPG‎|thumb|none|500px|Looking through the weapon's integrated reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==XM-32 &amp;quot;Viper&amp;quot; Assault Rifle==&lt;br /&gt;
The standard issue assault rifle for US military troops, Area 51 security personnel, and Illuminati soldiers. Mutant security guards also occasionally use it. The weapon best resembles the [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch 53|Heckler &amp;amp; Koch HK53]] compact assault rifle and, like the pistol, has a built-in flashlight and scope. The gun can fire either in semi or fully automatic, and has the ability to be dual-wielded. Accuracy is fairly decent while firing in semi-automatic, but it quickly decreases on fully automatic, and is even worse when dual-wielded. &lt;br /&gt;
&lt;br /&gt;
Frustratingly, the player is forced to dual wield whether they want to or not (similar to Crysis), although reloading will cause the player character to drop their off-handed rifle. The scope is not actually useable; aiming down the sights will just cause the picture to narrow, similar to older shooters like ''[[Battlefield: 1942]]''.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:Area51w assault.jpg|thumb|none|400px|The XM-32 &amp;quot;Viper&amp;quot; assault rifle.]]&lt;br /&gt;
[[Image:SMP 1st Person.JPG|thumb|none|500px|The XM-32 in first person.]]&lt;br /&gt;
[[Image:Area 51 SMP Dual Wield.JPG‎|thumb|none|500px|The &amp;quot;Viper&amp;quot; being dual wielded]]&lt;br /&gt;
[[Image:SMP Reload.JPG|thumb|none|500px|The reloading animation. Note the interesting way the weapon has to be held due to swapping magazines with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun==&lt;br /&gt;
The standard issue shotgun for Area 51 personnel. It is also used by mutant security guards and Illuminati Dark Ops. The weapon best resembles a [[Franchi SPAS-12|SPAS-12]] and, like the &amp;quot;Viper&amp;quot;, can also be dual-wielded. The biggest change from the real SPAS-12 is that it has two barrels, two magazine tubes, and two ejection ports (one on each side of the receiver). The weapon holds 10 rounds (presumably 5 in each tube), and standard fire consists of one round at a time, while secondary fires two. Therefore, when using secondary fire while dual-wielding, the weapon will fire four shots at a time, dealing immense damage to targets. The gun also has a built-in flashlight, but no scope. &lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Area51w shotgun.jpg‎|thumb|none|400px|M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun.]]&lt;br /&gt;
[[Image:Area 51 Shotgun.JPG‎|thumb|none|500px|The M-170 in first person. Its secondary fire ability makes more sense than the SPAS-12 from ''[[Half-Life]]'' and its [[Half-Life 2|sequel]].]]&lt;br /&gt;
[[Image:Area 51 Shotgun Dual Wield.JPG‎|thumb|none|500px|The shotgun being dual-wielded.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle==&lt;br /&gt;
The main sniper rifle of the game, the weapon best resembles the [[PSG-1#Heckler_.26_Koch_PSG-1|PSG-1]] sniper rifle. The SR-125 Wraith can be found in the hands of Illuminati Black Ops. The weapon holds 6 rounds, and each round is extremely powerful. The scope magnifications of the weapon are 2x zoom and 10x zoom.&lt;br /&gt;
[[Image:H%26KPSG01.jpg|thumb|none|400px|PSG-1 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Area51w sniper.jpg|thumb|none|400px|The SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle.]]&lt;br /&gt;
[[Image:Area 51 Sniper Rifle.jpg‎|thumb|none|500px|The player character realizes that 6 rounds might not be enough.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1556021</id>
		<title>Area-51</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1556021"/>
		<updated>2023-02-14T02:54:05Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Area51 game.jpg‎|thumb|right|303px|''Area-51'' (2005)]]&lt;br /&gt;
'''The following weapons can be seen in the video game ''Area-51'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==M-11 &amp;quot;Scorpion&amp;quot; Pistol==&lt;br /&gt;
The standard issue sidearm of US military Area 51 security personnel. It is also the primary weapon of Captain Ramirez and Lieutenant Chew. The weapon's overall size and shape best resembles a [[Desert Eagle]]. The gun has a built in flashlight along with a red-dot scope mounted on the slide. Each shot dealt by the weapon is fairly powerful and its 8 round magazine suggests that it is chambered in .44 Magnum. The pistol's in game name suggests that the developers wanted to pass it off as a replacement for the [[Beretta M9]]; unfortunately, there already is a handgun with the designation M11, the [[SIG-Sauer P228]].&lt;br /&gt;
[[Image:DesertEagle44Magnum.jpg|thumb|none|300px|Desert Eagle .44 Magnum]]&lt;br /&gt;
[[Image:Area51w pistol.jpg‎|thumb|none|400px|The M-11 &amp;quot;Scorpion&amp;quot; Pistol's model.]]&lt;br /&gt;
[[Image:Area 51 Pistol 1st Person.JPG‎|thumb|none|500px|The M-11 in the player character's hands.]]&lt;br /&gt;
[[Image:Area 51 Pistol sights.JPG‎|thumb|none|500px|Looking through the weapon's integrated reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==XM-32 &amp;quot;Viper&amp;quot; Assault Rifle==&lt;br /&gt;
The standard issue assault rifle for US military troops, Area 51 security personnel, and Illuminati soldiers. Mutant security guards also occasionally use it. The weapon best resembles the [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch 53|Heckler &amp;amp; Koch HK53]] compact assault rifle and, like the pistol, has a built-in flashlight and scope. The gun can fire either in semi or fully automatic, and has the ability to be dual-wielded. Accuracy is fairly decent while firing in semi-automatic, but it quickly decreases on fully automatic, and is even worse when dual-wielded. &lt;br /&gt;
&lt;br /&gt;
Frustratingly, the player is forced to dual wield whether they want to or not (similar to Crysis), although reloading will cause the player character to drop their off-handed rifle. The scope is not actually useable; aiming down the sights will just cause the picture to narrow, similar to older shooters like ''[[Battlefield: 1942]]''.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:Area51w assault.jpg|thumb|none|400px|The XM-32 &amp;quot;Viper&amp;quot; assault rifle.]]&lt;br /&gt;
[[Image:SMP 1st Person.JPG|thumb|none|500px|The XM-32 in first person.]]&lt;br /&gt;
[[Image:Area 51 SMP Dual Wield.JPG‎|thumb|none|500px|The &amp;quot;Viper&amp;quot; being dual wielded]]&lt;br /&gt;
[[Image:SMP Reload.JPG|thumb|none|500px|The reloading animation. Note the interesting way the weapon has to be held due to swapping magazines with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun==&lt;br /&gt;
The standard issue shotgun for Area 51 personnel. It is also used by mutant security guards and Illuminati Dark Ops. The weapon best resembles a [[Franchi SPAS-12|SPAS-12]] and, like the &amp;quot;Viper&amp;quot;, can also be dual-wielded. The biggest change from the real SPAS-12 is that it has two barrels, two magazine tubes, and two ejection ports (one on each side of the receiver). The weapon holds 10 rounds (presumably 5 in each tube), and standard fire consists of one round at a time, while secondary fires two. Therefore, when using secondary fire while dual-wielding, the weapon will fire four shots at a time, dealing immense damage to targets. The gun also has a built-in flashlight, but no scope. &lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Area51w shotgun.jpg‎|thumb|none|400px|M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun.]]&lt;br /&gt;
[[Image:Area 51 Shotgun.JPG‎|thumb|none|500px|The M-170 in first person. Its secondary fire ability makes more sense than the SPAS-12 from ''[[Half-Life]]'' and its [[Half-Life 2|sequel]].]]&lt;br /&gt;
[[Image:Area 51 Shotgun Dual Wield.JPG‎|thumb|none|500px|The shotgun being dual-wielded.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle==&lt;br /&gt;
The main sniper rifle of the game, the weapon best resembles the [[PSG-1#Heckler_.26_Koch_PSG-1|PSG-1]] sniper rifle. The weapon holds 6 rounds, and each round is extremely powerful. The scope magnifications of the weapon are 2x zoom and 10x zoom.&lt;br /&gt;
[[Image:H%26KPSG01.jpg|thumb|none|400px|PSG-1 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Area51w sniper.jpg|thumb|none|400px|The SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle.]]&lt;br /&gt;
[[Image:Area 51 Sniper Rifle.jpg‎|thumb|none|500px|The player character realizes that 6 rounds might not be enough.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Category_talk:Tom_Clancy&amp;diff=1555496</id>
		<title>Category talk:Tom Clancy</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Category_talk:Tom_Clancy&amp;diff=1555496"/>
		<updated>2023-02-11T00:03:15Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Ghost Recon 2 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RIP. I was thinking of writing a short bio, but it's hard. Did he actually have anything to do with Ghost Recon, Endwar, etc other than his name? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 2 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, please write a bio. I hope the memory of Mr. Clancy endures for a long while yet, for he was someone who was more &amp;quot;tacticool&amp;quot; than any mall ninja could ever hope to be. &amp;quot;''Weeps the Rainbow for its mentor, cries Jack Ryan for his creator.''&amp;quot; --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 00:18, 5 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ghost Recon 2 ==&lt;br /&gt;
&lt;br /&gt;
Why is there no page for Ghost Recon 2? [[User:ATP2555|ATP2555]] ([[User talk:ATP2555|talk]]) 00:03, 11 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1554797</id>
		<title>Area-51</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1554797"/>
		<updated>2023-02-09T03:03:33Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* XM-32 &amp;quot;Viper&amp;quot; Assault Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Area51 game.jpg‎|thumb|right|303px|''Area-51'' (2005)]]&lt;br /&gt;
'''The following weapons can be seen in the video game ''Area-51'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==M-11 &amp;quot;Scorpion&amp;quot; Pistol==&lt;br /&gt;
The standard issue sidearm of US military Area 51 security personnel. It is also the primary weapon of Captain Ramirez and Lieutenant Chew. The weapon's overall size and shape best resembles a [[Desert Eagle]]. The gun has a built in flashlight along with a red-dot scope mounted on the slide. Each shot dealt by the weapon is fairly powerful and its 8 round magazine suggests that it is chambered in .44 Magnum. The pistol's in game name suggests that the developers wanted to pass it off as a replacement for the [[Beretta M9]]; unfortunately, there already is a handgun with the designation M11, the [[SIG-Sauer P228]].&lt;br /&gt;
[[Image:DesertEagle44Magnum.jpg|thumb|none|300px|Desert Eagle .44 Magnum]]&lt;br /&gt;
[[Image:Area51w pistol.jpg‎|thumb|none|400px|The M-11 &amp;quot;Scorpion&amp;quot; Pistol's model.]]&lt;br /&gt;
[[Image:Area 51 Pistol 1st Person.JPG‎|thumb|none|500px|The M-11 in the player character's hands.]]&lt;br /&gt;
[[Image:Area 51 Pistol sights.JPG‎|thumb|none|500px|Looking through the weapon's integrated reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==XM-32 &amp;quot;Viper&amp;quot; Assault Rifle==&lt;br /&gt;
The standard issue assault rifle for US military troops, Area 51 security personnel, and Illuminati soldiers. Mutant security guards also occasionally use it. The weapon best resembles the [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch 53|Heckler &amp;amp; Koch HK53]] compact assault rifle and, like the pistol, has a built-in flashlight and scope. The gun can fire either in semi or fully automatic, and has the ability to be dual-wielded. Accuracy is fairly decent while firing in semi-automatic, but it quickly decreases on fully automatic, and is even worse when dual-wielded. &lt;br /&gt;
&lt;br /&gt;
Frustratingly, the player is forced to dual wield whether they want to or not (similar to Crysis), although reloading will cause the player character to drop their off-handed rifle. The scope is not actually useable; aiming down the sights will just cause the picture to narrow, similar to older shooters like ''[[Battlefield: 1942]]''.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:Area51w assault.jpg|thumb|none|400px|The XM-32 &amp;quot;Viper&amp;quot; assault rifle.]]&lt;br /&gt;
[[Image:SMP 1st Person.JPG|thumb|none|500px|The XM-32 in first person.]]&lt;br /&gt;
[[Image:Area 51 SMP Dual Wield.JPG‎|thumb|none|500px|The &amp;quot;Viper&amp;quot; being dual wielded]]&lt;br /&gt;
[[Image:SMP Reload.JPG|thumb|none|500px|The reloading animation. Note the interesting way the weapon has to be held due to swapping magazines with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun==&lt;br /&gt;
The standard issue shotgun for Area 51 personnel and some alien mutants. The weapon best resembles a [[Franchi SPAS-12|SPAS-12]] and, like the &amp;quot;Viper&amp;quot;, can also be dual wielded. The biggest change from the real SPAS-12 is that it has two barrels, two magazine tubes, and two ejection ports (one on each side of the receiver). The weapon holds 10 rounds (presumably 5 in each tube), and standard fire consists of one round at a time, while secondary fires two. Therefore, when using secondary fire while dual-wielding, the weapon will fire four shots at a time, dealing immense damage to targets. The gun also has a built-in flashlight, but no scope. &lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Area51w shotgun.jpg‎|thumb|none|400px|M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun.]]&lt;br /&gt;
[[Image:Area 51 Shotgun.JPG‎|thumb|none|500px|The M-170 in first person. Its secondary fire ability makes more sense than the SPAS-12 from ''[[Half-Life]]'' and its [[Half-Life 2|sequel]].]]&lt;br /&gt;
[[Image:Area 51 Shotgun Dual Wield.JPG‎|thumb|none|500px|The shotgun being dual-wielded.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle==&lt;br /&gt;
The main sniper rifle of the game, the weapon best resembles the [[PSG-1#Heckler_.26_Koch_PSG-1|PSG-1]] sniper rifle. The weapon holds 6 rounds, and each round is extremely powerful. The scope magnifications of the weapon are 2x zoom and 10x zoom.&lt;br /&gt;
[[Image:H%26KPSG01.jpg|thumb|none|400px|PSG-1 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Area51w sniper.jpg|thumb|none|400px|The SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle.]]&lt;br /&gt;
[[Image:Area 51 Sniper Rifle.jpg‎|thumb|none|500px|The player character realizes that 6 rounds might not be enough.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1554796</id>
		<title>Area-51</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Area-51&amp;diff=1554796"/>
		<updated>2023-02-09T02:59:42Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* M-11 &amp;quot;Scorpion&amp;quot; Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Area51 game.jpg‎|thumb|right|303px|''Area-51'' (2005)]]&lt;br /&gt;
'''The following weapons can be seen in the video game ''Area-51'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==M-11 &amp;quot;Scorpion&amp;quot; Pistol==&lt;br /&gt;
The standard issue sidearm of US military Area 51 security personnel. It is also the primary weapon of Captain Ramirez and Lieutenant Chew. The weapon's overall size and shape best resembles a [[Desert Eagle]]. The gun has a built in flashlight along with a red-dot scope mounted on the slide. Each shot dealt by the weapon is fairly powerful and its 8 round magazine suggests that it is chambered in .44 Magnum. The pistol's in game name suggests that the developers wanted to pass it off as a replacement for the [[Beretta M9]]; unfortunately, there already is a handgun with the designation M11, the [[SIG-Sauer P228]].&lt;br /&gt;
[[Image:DesertEagle44Magnum.jpg|thumb|none|300px|Desert Eagle .44 Magnum]]&lt;br /&gt;
[[Image:Area51w pistol.jpg‎|thumb|none|400px|The M-11 &amp;quot;Scorpion&amp;quot; Pistol's model.]]&lt;br /&gt;
[[Image:Area 51 Pistol 1st Person.JPG‎|thumb|none|500px|The M-11 in the player character's hands.]]&lt;br /&gt;
[[Image:Area 51 Pistol sights.JPG‎|thumb|none|500px|Looking through the weapon's integrated reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==XM-32 &amp;quot;Viper&amp;quot; Assault Rifle==&lt;br /&gt;
The standard issue assault rifle for Area 51 personnel and Illuminati soldiers (as well as some alien mutants). The weapon best resembles the [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch 53|Heckler &amp;amp; Koch HK53]] compact assault rifle and, like the pistol, has a built in flashlight and scope. The gun can fire either in semi or full automatic, and has the ability to be dual-wielded. Accuracy is fairly decent while firing in semi-automatic, but it quickly decreases on full automatic, and is even worse when dual-wielded. &lt;br /&gt;
&lt;br /&gt;
Frustratingly, the player is forced to dual wield whether they want to or not (similar to Crysis), although reloading will cause the player character to drop their off-handed rifle. The scope is not actually useable; aiming down the sights will just cause the picture to narrow, similar to older shooters like ''[[Battlefield: 1942]]''.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:Area51w assault.jpg|thumb|none|400px|The XM-32 &amp;quot;Viper&amp;quot; assault rifle.]]&lt;br /&gt;
[[Image:SMP 1st Person.JPG|thumb|none|500px|The XM-32 in first person.]]&lt;br /&gt;
[[Image:Area 51 SMP Dual Wield.JPG‎|thumb|none|500px|The &amp;quot;Viper&amp;quot; being dual wielded]]&lt;br /&gt;
[[Image:SMP Reload.JPG|thumb|none|500px|The reloading animation. Note the interesting way the weapon has to be held due to swapping magazines with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun==&lt;br /&gt;
The standard issue shotgun for Area 51 personnel and some alien mutants. The weapon best resembles a [[Franchi SPAS-12|SPAS-12]] and, like the &amp;quot;Viper&amp;quot;, can also be dual wielded. The biggest change from the real SPAS-12 is that it has two barrels, two magazine tubes, and two ejection ports (one on each side of the receiver). The weapon holds 10 rounds (presumably 5 in each tube), and standard fire consists of one round at a time, while secondary fires two. Therefore, when using secondary fire while dual-wielding, the weapon will fire four shots at a time, dealing immense damage to targets. The gun also has a built-in flashlight, but no scope. &lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Area51w shotgun.jpg‎|thumb|none|400px|M-170 &amp;quot;Hammer&amp;quot; Combat Shotgun.]]&lt;br /&gt;
[[Image:Area 51 Shotgun.JPG‎|thumb|none|500px|The M-170 in first person. Its secondary fire ability makes more sense than the SPAS-12 from ''[[Half-Life]]'' and its [[Half-Life 2|sequel]].]]&lt;br /&gt;
[[Image:Area 51 Shotgun Dual Wield.JPG‎|thumb|none|500px|The shotgun being dual-wielded.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle==&lt;br /&gt;
The main sniper rifle of the game, the weapon best resembles the [[PSG-1#Heckler_.26_Koch_PSG-1|PSG-1]] sniper rifle. The weapon holds 6 rounds, and each round is extremely powerful. The scope magnifications of the weapon are 2x zoom and 10x zoom.&lt;br /&gt;
[[Image:H%26KPSG01.jpg|thumb|none|400px|PSG-1 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Area51w sniper.jpg|thumb|none|400px|The SR-125 &amp;quot;Wraith&amp;quot; Special Purpose Rifle.]]&lt;br /&gt;
[[Image:Area 51 Sniper Rifle.jpg‎|thumb|none|500px|The player character realizes that 6 rounds might not be enough.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Red_Faction&amp;diff=1525947</id>
		<title>Red Faction</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Red_Faction&amp;diff=1525947"/>
		<updated>2022-10-16T04:27:46Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: Not true, and the SCAR-L didn't exist when RF was made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Red Faction&lt;br /&gt;
|picture = RFCover.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|series= [[Red Faction]]&lt;br /&gt;
|date= 2000&lt;br /&gt;
|developer=Volition&lt;br /&gt;
|platforms=PlayStation 2, Windows&lt;br /&gt;
|publisher=THQ&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;Ultor USP-16 Service Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;USP-16&amp;quot; is a hybrid handgun that appears to mostly be based on a Heckler &amp;amp; Koch USP and a Desert Eagle. It is the standard issue sidearm for Ultor's security guards. It holds 16 fictional 12mm rounds and can be fitted with a silencer in singleplayer mode. All players spawn with a USP-16 in multiplayer mode. &lt;br /&gt;
[[Image:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP with two-tone finish - 9x19mm]]&lt;br /&gt;
[[Image:DEMkXIX44.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with polished chrome finish - .44 Magnum]]&lt;br /&gt;
[[Image:RF_Pistol_01.jpg|thumb|none|350px|The &amp;quot;USP-16's&amp;quot; model, notice that it has no threaded barrel despite featuring a screw-on silencer]]&lt;br /&gt;
[[Image:RF_Pistol_02.jpg|thumb|none|500px|Parker shows his utter disregard of safety while pointing his &amp;quot;USP-16&amp;quot; at one of his allies.]]&lt;br /&gt;
[[Image:RF_Pistol_03.jpg|thumb|none|500px|Parker attaching the silencer despite the lack of threaded barrel.]]&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A scaled-up MP5K with two barrels and two different magazines appears ingame as the &amp;quot;UAP-32/20.&amp;quot; The gun can switch between both magazines, with one containing 32 rounds of 12mm, and the other containing 20 rounds of 5.56x45mm NATO. It is the standard SMG for Ultor guards. &lt;br /&gt;
[[Image:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:RF_SMG_01.jpg|thumb|none|350px|The &amp;quot;&amp;quot;UAP-32/20 Submachine Gun.&amp;quot; It appears to only have a 15 round magazine for pistol-caliber rounds, despite holding 32 ingame. It would probably hold less considering the larger caliber]]&lt;br /&gt;
[[Image:RF_SMG_02.jpeg|thumb|none|350px|Parker fires his mutant MP5K at two Ultor Guards]]&lt;br /&gt;
=Rifles=&lt;br /&gt;
==&amp;quot;UAR-42 Assault Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;UAR-42&amp;quot; is a bullpup assault rifle that appears to be largely based on the Enfield L85A1. It holds 45 rounds of 5.56x45mm NATO and can be fired in 3-shot bursts and full auto. It has an LCD ammo counter similar to the M41A pulse rifle from ''Aliens'' which is red in the PC version, but was changed to yellow in the Playstation 2 version.&lt;br /&gt;
[[Image:L85A1.jpg|thumb|left|350px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Image:RF_AR_01.jpg|thumb|none|350px|The &amp;quot;UAP-42.&amp;quot; notice that the magazine is really far back unlike on most bullpups Also notice that the markings on the gun say &amp;quot;UMAR-60.&amp;quot; Possibly an earlier name for the gun.]]&lt;br /&gt;
[[Image:RF_AR_02.jpg|thumb|none|450px|The futuristic L85A1 ingame]]&lt;br /&gt;
[[Image:RF_AR_03.jpg|thumb|none|450px|The same weapon in the PS2 version, notice the yellow ammo counter.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==&amp;quot;MK/SG1 Precision Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;MK/SG1&amp;quot; is a marksman rifle that is used by the mercenaries late into the game. It appears to have a body similar to an AK-series rifle with an MP5A2's Stock. It holds 20 rounds of 5.56 explosive ammunition, and can only be fired in semi-auto.&lt;br /&gt;
[[Image:Type56Standard.jpg|thumb|left|350px|Norinco Type 56 - 7.62x39mm. ]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|left|350px|Heckler &amp;amp; Koch MP5A2 with a Navy Trigger Group - 9x19mm]] &lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Image:RF_PR_01.jpg|thumb|none|350px|The &amp;quot;MK/SG1.&amp;quot;]]&lt;br /&gt;
[[Image:RF_PR_02.jpg|thumb|none|450px|The &amp;quot;MK/SG1&amp;quot; ingame.]]&lt;br /&gt;
==&amp;quot;USG-50 Sniper Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;USG-50&amp;quot; is the standard Sniper Rifle for Ultor's forces. It holds 6 rounds of .50 BMG. It is a hybrid between a M82A1 Barrett, a Blaser R93 Tactical and a Heckler &amp;amp; Koch PSG-1.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|400px|left|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg|thumb|none|400px|Blaser R93 LRS2- .338 Lapua Magnum.]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|left|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Image:RF_SR_01.jpg|thumb|none|350px|The &amp;quot;USG-50&amp;quot;]]&lt;br /&gt;
[[Image:RF_SR_02.jpg|thumb|none|450px|The &amp;quot;USG-50&amp;quot; ingame]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A futuristic SPAS-12 appears ingame as the &amp;quot;UAS-10 Automatic Combat Shotgun&amp;quot;. It holds 8 shells and follows ''Half-Life's'' logic of being able to fire two shells at once. The secondary fire fires it in '''full auto''' with one shell at a time. It uses 10 gauge shells instead of 12 gauge. &lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|left|500px|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Image:RF_SG_01.jpg|thumb|none|350px|The &amp;quot;UAS-10&amp;quot;]]&lt;br /&gt;
[[Image:RF_SG_02.jpg|thumb|none|450px|The futuristic SPAS-12 ingame]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;JF60 Heavy/Suppression Machine Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;JF60 Heavy/Suppression Machine Gun&amp;quot; appears to be an underslung M60E3 with a side grip. It holds 99 rounds of 7.62x51mm NATO and can strangely be fired in semi-auto. &lt;br /&gt;
[[Image:USOM60E3.jpg|thumb|left|450px|M60E3 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Image:RF_HMG_01.jpg|thumb|none|450px|The &amp;quot;F60&amp;quot; Machine Gun]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Image:RF_HMG_02.jpg|thumb|none|450px|The mutant M60E3 ingame]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Don%27t_Be_a_Menace_to_South_Central_While_Drinking_Your_Juice_in_the_Hood&amp;diff=1525250</id>
		<title>Don't Be a Menace to South Central While Drinking Your Juice in the Hood</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Don%27t_Be_a_Menace_to_South_Central_While_Drinking_Your_Juice_in_the_Hood&amp;diff=1525250"/>
		<updated>2022-10-12T01:59:50Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Heckler &amp;amp; Koch SP89 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dont be a menace to south central while drinking your juice in the hood 1996.jpg|thumb|right|300px|''Don't Be a Menace to South Central While Drinking Your Juice in the Hood'' home release poster (1996)]]&lt;br /&gt;
&lt;br /&gt;
'''Don't Be a Menace to South Central While Drinking Your Juice in the Hood''' is a 1996 comedy which lampoons the &amp;quot;growing up in the ghetto&amp;quot; sub-genre of African-American cinema. The films mocked by this movie include (most notably) ''[[Boyz N The Hood]]'', ''[[Menace II Society]]'', ''[[Juice]]'', and ''[[Higher Learning]]''. The film was written by its two stars, brothers [[Shawn Wayans]] and [[Marlon Wayans]], and their older brother [[Keenen Ivory Wayans]] also makes several appearances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in this movie:'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark VII ==&lt;br /&gt;
&lt;br /&gt;
Loc Dog ([[Marlon Wayans]]) carries an [[Desert Eagle|IMI Desert Eagle Mark VII]] as his main weapon throughout the movie. His Desert Eagle is fitted with a scope and a BA-2 laser pointer under the barrel. Frequently, Loc Dog fires the Desert Eagle with the sideways &amp;quot;gangsta grip&amp;quot; that is stereotypically associated with gangbangers in cinema.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle357Black.jpg‎|thumb|350px|none|Desert Eagle MK VII - .357 Magnum]]&lt;br /&gt;
[[Image:Menace-Deagle-1.jpg|thumb|none|600px|Loc Dog points his Desert Eagle at the door to his room after nearly killing Ashtray.]]&lt;br /&gt;
[[Image:Menace-Deagle-2.jpg|thumb|none|600px|Loc Dog chambers his Desert Eagle as he tells Ashtray about his plan to get a job as a bank manager so that he can ''&amp;quot;rob that muthaf**ka blind&amp;quot;'' once he knows the place.]]&lt;br /&gt;
[[Image:Menace-Deagle-3.jpg|thumb|none|600px|After betting with Ashtray that he can get a girl's number, Loc Dog holds his Desert Eagle on the girl and forces her to write down her number.]]&lt;br /&gt;
[[Image:Menace-Deagle-4.jpg|thumb|none|600px|Loc Dog fires his Desert Eagle with the &amp;quot;gangsta grip&amp;quot; (one of several scenes in the movie where he is seen firing the weapon this way).]]&lt;br /&gt;
&lt;br /&gt;
== Glock 17 ==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 17]] is by far the most common pistol in the movie, used by gangbangers, police officers, and many other characters. Both Loc Dog ([[Marlon Wayans]]) and Ashtray ([[Shawn Wayans]]) handle Glock 17s in several scenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|Glock 17 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:Menace-G17-2.jpg|thumb|none|600px|Toothpick ([[Darrel Heath]]) points his Glock 17 at Ashtray.]]&lt;br /&gt;
[[Image:Menace-G17-3.jpg|thumb|none|600px|&amp;quot;The Man&amp;quot; holds a Glock 17, which (due to a continuity error) replaces the [[Beretta 92F]] that he used earlier.]]&lt;br /&gt;
[[Image:Menace-G17-4.jpg|thumb|none|600px|Ashtray's Driver's Ed instructor robs a bank and then forces Ashtray to drive away at gunpoint.]]&lt;br /&gt;
[[Image:Menace-G17-5.jpg|thumb|none|600px|In a scene spoofing ''[[Menace II Society]]'', Doo Rag ([[Isaiah Barnes]]) threatens to ''&amp;quot;weigh out&amp;quot;'' Ashtray by pulling a Glock 17 on him.]]&lt;br /&gt;
[[Image:Menace-G17-6.jpg|thumb|none|600px|Ashtray: ''&amp;quot;What's that?&amp;quot;''&lt;br /&gt;
Doo Rag: ''&amp;quot;My gat, fool!&amp;quot;'']]&lt;br /&gt;
[[Image:Menace-G17-7.jpg|thumb|none|600px|''&amp;quot;I hate black pepper!&amp;quot;'' In a scene spoofing ''[[Boyz N The Hood]]'', Ashtray is held at gunpoint by a self-hating, racist police officer (played by [[Bernie Mac]] in a cameo). Notice that he appears to have accidentally pulled the trigger on his Glock 17, causing it to lock back in the fired position.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
&lt;br /&gt;
When &amp;quot;The Man&amp;quot; ([[Benjamin N. Everitt]]) kills the Korean couple that manages the convenience store (in a scene spoofing the opening of ''[[Menace II Society]]''), he uses a [[Beretta 92F]]. Due to a continuity error, the Beretta becomes a [[Glock 17]] when he tosses his weapon to Loc Dog ([[Marlon Wayans]]) in order to frame him for the murder. The Beretta 92F is also used by a thief who is seen pulling a &amp;quot;jack move&amp;quot; on an ice cream truck and later an old lady's walker.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta92F LeftSide.jpg|thumb|none|325px|Beretta 92F - 9x19mm]]&lt;br /&gt;
[[Image:Menace-92F-1.jpg|thumb|none|600px|A carjacker steals an ice cream truck with a Beretta 92F.]]&lt;br /&gt;
[[Image:Menace-92F-2.jpg|thumb|none|600px|&amp;quot;The Man&amp;quot; fires his Beretta 92F at the Korean grocers.]]&lt;br /&gt;
[[Image:Menace-92F-3.jpg|thumb|none|600px|The same carjacker from the first picture steals an old lady's walker.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx AT 2000==&lt;br /&gt;
&lt;br /&gt;
In a deleted scene (which appears only in certain versions of the movie), a girl at the party draws a [[Sphinx AT 2000]] on Loc Dog ([[Marlon Wayans]]) after he tries to get her phone number by threatening her with his [[Desert Eagle]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Sphinx AT 2000.jpg|thumb|none|350px|Sphinx AT 2000 - 9x19mm]]&lt;br /&gt;
[[Image:Menace-AT2000-1.jpg|thumb|none|600px|A girl at a party draws a Sphinx AT 2000 on Loc Dog, while he holds his [[Desert Eagle]] on her.]]&lt;br /&gt;
&lt;br /&gt;
==SIG &amp;quot;Non Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
At the end of the movie, Grandma ([[Helen Martin]]) pops out of a garbage dumpster wearing face paint and firing two flashpaper [[Non Guns#SIG-Sauer|SIG-Sauer &amp;quot;Non Guns&amp;quot;]] (spoofing ''[[Dead Presidents]]'').&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGnon-gun.jpg|thumb|none|500px|SIG-Sauer Non Gun]]&lt;br /&gt;
[[Image:Menace-SIGNonGuns-1.jpg|thumb|none|600px|Grandma fires her SIG Non Guns at Toothpick's gang, spoofing ''[[Dead Presidents]]''.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser C96 ==&lt;br /&gt;
&lt;br /&gt;
A [[Mauser C96]] is seen in Loc Dog's ([[Marlon Wayans]]') closet arsenal.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|400px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Menace-LocsCloset-2.jpg|thumb|none|600px|In addition to the various weapons on his walls, Loc Dog keeps more guns on the door of his closet, surrounding a poster of the famous image of [[Malcolm X]] brandishing an [[M1 Carbine]]. The guns are as follows: (1.) Intratec TEC-9s, (2.) IMI Micro Uzi, (3.) Heckler &amp;amp; Koch HK91A3, (4.) IMI Uzi, (5.) Scoped Desert Eagle, (6.) Mauser C96, (7.) Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Semi-Auto Assault Pistols=&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
&lt;br /&gt;
Loc Dog ([[Marlon Wayans]]) keeps two [[Interdynamic KG-9 / Intratec TEC-9#Intratec TEC-9|Intratec TEC-9]]s in his closet arsenal. He takes one of the TEC-9s off the door and asks Ashtray ([[Shawn Wayans]]) whether he should wear it with his high tops, or a [[Micro Uzi]] with his low tops. Later in the movie, another TEC-9 is seen being loaded by one of Toothpick's ([[Darrel Heath]]'s) gangbangers (though the TEC-9 used in this scene appears to be a rubber prop, not a blank-adapted firearm). A TEC-9 is also held by Ashtray ([[Shawn Wayans]]) on the poster, though he never handles the TEC-9 in the movie itself.&lt;br /&gt;
&lt;br /&gt;
[[image:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:Menace-LocsCloset-2.jpg|thumb|none|600px|In addition to the various weapons on his walls, Loc Dog keeps more guns on the door of his closet, surrounding a poster of the famous image of [[Malcolm X]] brandishing an [[M1 Carbine]]. The guns are as follows: (1.) Intratec TEC-9s, (2.) IMI Micro Uzi, (3.) Heckler &amp;amp; Koch HK91A3, (4.) IMI Uzi, (5.) Scoped Desert Eagle, (6.) Mauser C96, (7.) Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
[[Image:Menace-TEC9-1.jpg|thumb|none|600px|Loc Dog asks Ashtray if he should wear one of his TEC-9s with high tops.]]&lt;br /&gt;
[[Image:Menace-TEC9-2.jpg|thumb|none|600px|A gangbanger ([[Alex Thomas]]) loads up a TEC-9. The TEC-9 in this scene appears to be rubber, since there is no light visible through the holes on the barrel shroud.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Micro Uzi ==&lt;br /&gt;
&lt;br /&gt;
Loc Dog ([[Marlon Wayans]]) has a [[Micro Uzi]] in his closet arsenal. He takes it off the door and asks Ashtray ([[Shawn Wayans]]) whether he should wear a [[TEC-9]] with his high tops, or the Micro Uzi (which he refers to simply as an &amp;quot;Uzi&amp;quot;) with his low tops.&lt;br /&gt;
&lt;br /&gt;
[[Image:MicroUziPistol02.jpg|thumb|none|300px|Micro Uzi with 32-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:Menace-LocsCloset-2.jpg|thumb|none|600px|In addition to the various weapons on his walls, Loc Dog keeps more guns on the door of his closet, surrounding a poster of the famous image of [[Malcolm X]] brandishing an [[M1 Carbine]]. The guns are as follows: (1.) Intratec TEC-9s, (2.) IMI Micro Uzi, (3.) Heckler &amp;amp; Koch HK91A3, (4.) IMI Uzi, (5.) Scoped Desert Eagle, (6.) Mauser C96, (7.) Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
[[Image:Menace-MicroUzi-1.jpg|thumb|none|600px|Loc Dog asks Ashtray if he should wear his Micro Uzi with his low tops.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
&lt;br /&gt;
An [[Uzi#Uzi|IMI Uzi]] is seen in Loc Dog's ([[Marlon Wayans]]') closet arsenal.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[Image:Menace-LocsCloset-2.jpg|thumb|none|600px|In addition to the various weapons on his walls, Loc Dog keeps more guns on the door of his closet, surrounding a poster of the famous image of [[Malcolm X]] brandishing an [[M1 Carbine]]. The guns are as follows: (1.) Intratec TEC-9s, (2.) IMI Micro Uzi, (3.) Heckler &amp;amp; Koch HK91A3, (4.) IMI Uzi, (5.) Scoped Desert Eagle, (6.) Mauser C96, (7.) Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD3]] is seen in Loc Dog's ([[Marlon Wayans]]') closet arsenal. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm]]&lt;br /&gt;
[[Image:Menace-LocsCloset-2.jpg|thumb|none|600px|In addition to the various weapons on his walls, Loc Dog keeps more guns on the door of his closet, surrounding a poster of the famous image of [[Malcolm X]] brandishing an [[M1 Carbine]]. The guns are as follows: (1.) Intratec TEC-9s, (2.) IMI Micro Uzi, (3.) Heckler &amp;amp; Koch HK91A3, (4.) IMI Uzi, (5.) Scoped Desert Eagle, (6.) Mauser C96, (7.) Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
&lt;br /&gt;
Toothpick ([[Darrel Heath]]) can be seen loading a [[Heckler &amp;amp; Koch MP5K-PDW]] with the folding stock removed prior to the drive-by at the end of the movie, which is also seen in the hands of one of his thugs. The MP5K-PDW used in this scene is a Tokyo Marui airsoft gun - when Toothpick cocks the weapon, the ejection port does not move (as it would on a real MP5 variant). Also, when the shooting starts, Toothpick has changed over to a real [[MP5#Heckler &amp;amp; Koch MP5K#Heckler &amp;amp; Koch SP89|Heckler &amp;amp; Koch SP89]] (firing blanks).&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW 9x19mm with extended barrel (with 3 lugs &amp;amp; folding stock]]&lt;br /&gt;
[[Image:Menace-MP5K-1.jpg|thumb|none|600px|One of Toothpick's gangbangers ([[Samuel Monroe Jr.]]) who spoofed his own character who was Ilena's cousin in [[Menace II Society]] and got &amp;quot;ghetto stomped&amp;quot; again in this film this time by Loc Dog and his crew earlier. He sits in the back seat with a stockless airsoft H&amp;amp;K MP5K-PDW.]]&lt;br /&gt;
[[Image:Menace-MP5K-2.jpg|thumb|none|600px|Toothpick loads up the MP5K-PDW.]]&lt;br /&gt;
[[Image:Menace-MP5K-3.jpg|thumb|none|600px|Toothpick chambers the MP5K-PDW. Notice that as he's pulling back the charging handle, the bolt is not moving and the ejection port remains closed - an indication that the weapon is an airsoft gun.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SP89== &lt;br /&gt;
&lt;br /&gt;
Toothpick ([[Darrel Heath]]) uses a [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch SP89|Heckler &amp;amp; Koch SP89]] as his primary weapon during both drive-by scenes. It replaces an airsoft [[MP5K|MP5K-PDW]] that he is seen loading prior to the shooting.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 pistol with factory 15rd magazine - 9x19mm]]&lt;br /&gt;
[[Image:Menace-SP89-1.jpg|thumb|none|600px|Toothpick aims his H&amp;amp;K SP89 at Ashtray.]]&lt;br /&gt;
[[Image:Menace-SP89-2.jpg|thumb|none|600px|Toothpick fires the SP89.]]&lt;br /&gt;
&lt;br /&gt;
==RPB M11==&lt;br /&gt;
&lt;br /&gt;
An [[MAC-10#MAC-11|RPB M11]], a semi-automatic [[MAC-10#MAC-11|MAC-11]] clone, is used by one of Toothpick's ([[Darrel Heath]]'s) gangbangers during the drive-by shooting at the end of the movie.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|RPB Industries MAC-11, .380 ACP (this is the full-auto version, whereas the movie uses the semi-auto over the counter version)]]&lt;br /&gt;
[[Image:Menace-M11-1.jpg|thumb|none|600px|A gangbanger ([[Alex Thomas]]) with an RPB M11 gets shot by Grandma during the drive-by. Notice also the Steyr SPP being wielded by one of the other gangbangers (in the background).]]&lt;br /&gt;
&lt;br /&gt;
== Steyr SPP ==&lt;br /&gt;
&lt;br /&gt;
A [[Steyr SPP]] is used by one of Toothpick's ([[Darrel Heath]]'s) gangbangers during the drive-by shooting at the end of the movie.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrSPPPistl.jpg‎|thumb|none|350px|Steyr SPP - 9x19mm]]&lt;br /&gt;
[[Image:Menace-SPP-1.jpg|thumb|none|600px|The drive-by begins; Toothpick wields an H&amp;amp;K SP89 while one of his bangers aims a Steyr SPP from the car.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15 A2==&lt;br /&gt;
&lt;br /&gt;
A [[M16A2|Colt AR-15 A2]] semi-automatic rifle is seen hanging from the wall in Loc Dog's ([[Marlon Wayans]]') bedroom, amongst the many firearms in his sizable arsenal. It is possible that this might be an [[M16A2]], but there do not appear to be any real NFA weapons in this movie (only semi-automatic assault weapon clones).&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtGovtModHBAR.jpg|none|500px|thumb|Colt AR-15 A2 HBAR - 5.56x45mm]]&lt;br /&gt;
[[Image:Menace-AR15A2+DB-1.jpg|thumb|none|600px|Loc Dog prepares to let Ashtray into his bedroom, which has guns lining the walls. Visible in this picture are an AR-15 A2 (right) and a double-barrel 12-gauge (left, near the poster for [[Ice Cube]]'s &amp;quot;Predator&amp;quot; album).]]&lt;br /&gt;
&lt;br /&gt;
== Norinco MAK-90 ==&lt;br /&gt;
&lt;br /&gt;
One of the weapons seen hanging from the wall in Loc Dog's ([[Marlon Wayans]]') bedroom is a [[AK-47#Norinco MAK-90|Norinco MAK-90]] semi-automatic rifle, the &amp;quot;post-ban&amp;quot; civilian version of the Chinese [[AK-47#Norinco Type 56|Norinco Type 56]] ([[AK-47]]).&lt;br /&gt;
&lt;br /&gt;
[[Image:MAK90.jpg|thumb|none|400px|Norinco MAK-90 7.62x39mm]]&lt;br /&gt;
[[Image:Menace-MAK90+Type84-1.jpg|thumb|none|600px|More of Loc Dog's weapons visible in his bedroom; visible in this picture is the Norinco MAK-90 (top, center) and a Norinco Type 84 (left, hanging vertically on the wall).]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 84S==&lt;br /&gt;
&lt;br /&gt;
Loc Dog's ([[Marlon Wayans]]') bedroom also contains a [[Norinco Type 84]] assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:NorincoType84SRifle.jpg‎ ‎|thumb|none|500px|Norinco Type 84S - 5.56x45mm]]&lt;br /&gt;
[[Image:Menace-MAK90+Type84-1.jpg|thumb|none|600px|More of Loc Dog's weapons visible in his bedroom; visible in this picture is the Norinco MAK-90 (top, center) and a Norinco Type 84 (left, hanging vertically on the wall).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
&lt;br /&gt;
A [[Heckler &amp;amp; Koch G3#Heckler &amp;amp; Koch HK91|Heckler &amp;amp; Koch HK91A3]] is seen in Loc Dog's ([[Marlon Wayans]]') closet arsenal. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK91A3.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK91A3 with factory telescoping Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Menace-LocsCloset-2.jpg|thumb|none|600px|In addition to the various weapons on his walls, Loc Dog keeps more guns on the door of his closet, surrounding a poster of the famous image of [[Malcolm X]] brandishing an [[M1 Carbine]]. The guns are as follows: (1.) Intratec TEC-9s, (2.) IMI Micro Uzi, (3.) Heckler &amp;amp; Koch HK91A3, (4.) IMI Uzi, (5.) Scoped Desert Eagle, (6.) Mauser C96, (7.) Heckler &amp;amp; Koch MP5SD3.]]&lt;br /&gt;
&lt;br /&gt;
== Remington Model 700 ==&lt;br /&gt;
&lt;br /&gt;
The white supremacist who kills Malik ([[Omar Epps]]) (in a scene spoofing ''[[Higher Learning]]'') uses a [[Remington Model 700]] with a scope and synthetic stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|600px|Remington Model 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Menace-rifle-1.jpg|thumb|none|600px|The white supremacist cheers as he kills Malik, with his Remington 700 in hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Unknown Double-Barrel Shotgun==&lt;br /&gt;
&lt;br /&gt;
Loc Dog ([[Marlon Wayans]]) keeps an unknown model sawed-off double-barrel shotgun in his room, hanging from his wall along with other firearms.&lt;br /&gt;
&lt;br /&gt;
[[File:IGA-Coach-Gun.jpg|thumb|none|400px|Stoeger IGA Coach Shotgun - 12 Gauge.]]&lt;br /&gt;
[[Image:Menace-AR15A2+DB-1.jpg|thumb|none|600px|Loc Dog prepares to let Ashtray into his bedroom, which has guns lining the walls. Visible in this picture are an AR-15 A2 (right) and a double-barrel 12-gauge (left, near the poster for [[Ice Cube]]'s &amp;quot;Predator&amp;quot; album).]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
Loc Dog ([[Marlon Wayans]]) has a [[Mossberg 590]] with a heat shield and a pistol grip (from a [[Remington 870]]) in his room.&lt;br /&gt;
[[Image:Mossberg500 Cruiser ext.jpg|thumb|none|450px|Mossberg 590 (with pistol grip) - 12 gauge]]&lt;br /&gt;
[[Image:Menace-Mossberg-1.jpg|thumb|none|600px|Loc Dog embraces Ashtray, while a Mossberg 590 with a Remington 870 pistol grip hangs from his wall.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
During one scene (mocking ''[[Boyz N The Hood]]''), Loc Dog ([[Marlon Wayans]]) and Toothpick ([[Darrel Heath]]) square off against each other by pulling out larger and larger weapons. When Toothpick points a [[Glock 17]] at Loc Dog and Ashtray, Loc Dog flashes his [[Desert Eagle]] at Toothpick, and then Toothpick points an [[RPG-7]] at Loc Dog. Besides the fact that the RPG-7 seems to be a replica (similar to those used in ''[[Red Dawn]]''), what is notable is that the fake rocket-propelled grenade has been inserted into the wrong end of the launcher tube!&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Menace-RPG-1.jpg|thumb|none|600px|Toothpick tries to intimidate Loc Dog and Ashtray in a contest with an RPG-7. Hilariously, he has the projectile in the wrong end of the launcher, and is holding the launcher itself backwards. (This may or may not be intentional.)]]&lt;br /&gt;
&lt;br /&gt;
=Comedy Weapons=&lt;br /&gt;
&lt;br /&gt;
Because '''Don't Be a Menace''' is a slapstick comedy, there are several scenes in the movie in which characters are seen using comedic weapons other than firearms. These weapons are included here solely for completion's sake (and laughs).&lt;br /&gt;
&lt;br /&gt;
==Loc Dog's Nuclear Bomb==&lt;br /&gt;
&lt;br /&gt;
During one scene (mocking ''[[Boyz N The Hood]]''), Loc Dog ([[Marlon Wayans]]) and Toothpick ([[Darrel Heath]]) square off against each other by pulling out larger and larger weapons. When Toothpick points a [[Glock 17]] at Loc Dog and Ashtray, Loc Dog flashes his [[Desert Eagle]] at Toothpick, and then Toothpick points an [[RPG-7]] at Loc Dog. In response, Loc Dog opens the back of his mail truck and reveals that he has a nuclear bomb, along with the detonator for the bomb.&lt;br /&gt;
&lt;br /&gt;
[[Image:Menace-Nuke-1.jpg|thumb|none|600px|Loc Dog asks Toothpick if he still has a problem thus winning the contest: ''&amp;quot;You better get yo stank asses out of here before I cause a nuclear holocaust up in here, foo...it'll be like Hiroshima and ''Nigga''saki!&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
&lt;br /&gt;
When Toothpick ([[Darrel Heath]]) and his gangbangers are loading weapons prior to the drive-by scene, Toothpick is seen preparing a slingshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Menace-slingshot-1.jpg|thumb|none|600px|Toothpick readies the slingshot.]]&lt;br /&gt;
&lt;br /&gt;
==Super Soaker==&lt;br /&gt;
&lt;br /&gt;
When Toothpick ([[Darrel Heath]]) and his gangbangers are loading weapons prior to the drive-by scene, one of the gangbangers pumps up a Super Soaker. The Super Soaker is also held by Loc Dog ([[Marlon Wayans]]) on the poster, though he never uses it in the movie itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Menace-SuperSoaker-1.jpg|thumb|none|600px|A banger ([[Alex Thomas]]) from Toothpick's crew gets a Super Soaker ready for the drive-by.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Return_to_Castle_Wolfenstein&amp;diff=1440709</id>
		<title>Return to Castle Wolfenstein</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Return_to_Castle_Wolfenstein&amp;diff=1440709"/>
		<updated>2021-09-01T00:18:53Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RTCW.jpg|thumb|300px|right|''Return to Castle Wolfenstein'' (2001)]]&lt;br /&gt;
'''The following weapons can be seen in the video game ''Return to Castle Wolfenstein'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
The first gun available in the game is a [[Luger P08]] pistol. Despite having an unthreaded barrel, it can later fit a screw-on suppressor; in a rather odd model glitch, the animation for this being attached has the toggle lock lag slightly behind the rest of the gun model, making it look like it is shaking from side to side.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:RTCW-P08-1.jpg|thumb|none|500px|B.J. Blazkowicz holds the Luger on a civilian.]]&lt;br /&gt;
[[Image:RTCW-P08-2.jpg|thumb|none|500px|Blazkowicz reloads the Luger P08.]]&lt;br /&gt;
[[Image:RTCW-P08-3.jpg|thumb|none|500px|A Luger P08 on the ground, next to its former owner.]]&lt;br /&gt;
[[Image:RTCW-P08-5.jpg|thumb|none|500px|Blazkowicz fires the Luger at an annoyingly strong undead skeleton.]]&lt;br /&gt;
[[Image:RTCW-P08-4.jpg|thumb|none|500px|Screwing on the sound suppressor. The toggle assembly moves slightly differently to the rest of the weapon during this animation.]]&lt;br /&gt;
[[Image:RTCW-P08-6.jpg|thumb|none|500px|Blazkowicz wields a suppressed P08.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
The Colt M1911A1 first appears in the mission prior to the V2 sabotage, dropped by parachute in a small island across a lake, along with .45 caliber ammunition, which will come in handy for the player when they get the Thompson as they pick up the M1911 in the same level. In one level BJ is given a pair of [[M1911A1]] pistols to use, and can dual-wield them. Unusually, they are both reloaded entirely on-screen, rather than just releasing the magazines on-screen and then dropping them out of sight to avoid this as many games do.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|World War 2 issued Colt M1911A1 Pistol - .45 ACP.]]&lt;br /&gt;
[[Image:RTCW-M1911A1-2.jpg|thumb|none|500px|B.J. Blazkowicz wields the M1911A1. Note &amp;quot;8&amp;quot; on the HUD; for some reason the M1911A1 holds 8 rounds instead of the correct 7.]]&lt;br /&gt;
[[Image:RTCW-M1911A1-1.jpg|thumb|none|500px|A close look on the M1911A1. Note the M1911-style grips.]]&lt;br /&gt;
[[Image:RTCW-M1911A1-3.jpg|thumb|none|500px|Reloading the M1911A1.]]&lt;br /&gt;
[[Image:RTCW-M1911A1-4.jpg|thumb|none|500px|Blazkowicz pulls the slide of his M1911A1, which appear to have the slide stop broken, as the slide never locks back.]]&lt;br /&gt;
[[Image:RTCW-M1911A1-5.jpg|thumb|none|500px|Blazkowicz dual-wilds two Colts. The player with the secondary fire key can switch between dual and single M1911s. The dual-wield gives the player more firepower, but increases the reload time. Strangely, the accuracy is not affected by the number of pistols held.]]&lt;br /&gt;
[[Image:RTCW-M1911A1-6.jpg|thumb|none|500px|Blazkowicz fires one of his dual Colts. Note the incorrect DAO operating principle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
''Note: All submachine guns present in the game are in reality open-bolt weapons, but are modeled and animated as if they are closed-bolt.''&lt;br /&gt;
== MP40 ==&lt;br /&gt;
The most common weapon used by German soldiers, as usual in fictional WW2 settings, and is the third weapon BJ can pick up. Ammunition for the [[MP40]] is extremely common throughout most of the game.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9mm]]&lt;br /&gt;
[[Image:Rtcw 1.jpg|thumb|none|500px|Blazkowicz wields the MP40.]]&lt;br /&gt;
[[Image:RTCW-MP40-2.jpg|thumb|none|500px|Blazkowicz opens fire with the MP40.]]&lt;br /&gt;
[[Image:RTCW-MP40-1.jpg|thumb|none|500px|Blazkowicz reloads his MP40.]]&lt;br /&gt;
[[Image:RTCW-MP40-3.jpg|thumb|none|500px|Blazkowicz pulls back the bolt handle of the MP40 with one finger. That is impressive.]]&lt;br /&gt;
[[Image:RTCW-MP40-4.jpg|thumb|none|500px|A German guard holds an MP40 submachine gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sten ==&lt;br /&gt;
The [[Sten Mk IIS]] is a silenced weapon using the same ammunition as the MP40, and must be fired in bursts to prevent it overheating; if it overheats, there is a brief pause when it can't fire and steam (?) escapes from the barrel shroud. On another note, the Elite Guards use this gun as their standard weapon, which seems strange for the normal player, but those could be &amp;quot;Gerät Potsdam&amp;quot; weapons, identical bootleg copies of the Sten manufactured in Germany for infiltration and sabotage acts. A few SS soldiers carry it in the Dig Site level. The weapon icon is a conventional un-suppressed [[Sten Mk II]], and the model for the gun features a perforated heat-shield partway down the suppressor much like the one found on the Mk II. It is used by both factions in multiplayer.&lt;br /&gt;
[[Image:StenMKIISilenced.jpg|thumb|none|300px|Sten Mk II fitted with silencer 9x19mm]]&lt;br /&gt;
[[Image:Rtcw 4.jpg|thumb|none|500px|Blazkowicz holds the Sten submachine gun.]]&lt;br /&gt;
[[Image:RTCW-Sten-1.jpg|thumb|none|500px|A Sten SMG on a shelf.]]&lt;br /&gt;
[[Image:RTCW-Sten-2.jpg|thumb|none|500px|Reloading animation of the Sten.]]&lt;br /&gt;
[[Image:RTCW-Sten-3.jpg|thumb|none|500px|Blazkowicz fires the Sten. The over-heating level is displayed by a red bar.]]&lt;br /&gt;
[[Image:RTCW-Sten-4.jpg|thumb|none|500px|One of Helga von Bulow's all-female elite guards holds a Sten submachine gun in a cut-scene.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson M1A1==&lt;br /&gt;
BJ is given a [[Thompson Submachine Gun#M1A1 Thompson|M1A1 Thompson submachine gun]] by a local Resistance member in a village. The .45 ACP ammo for it is unfortunately extremely rare. However, this is balanced out by making it the most powerful submachine gun of the game, unable to overheat, but boasting about the same power as the [[Sten]]. It feeds from 30-round magazines, rather than the other SMGs using 32-round mags.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:RTCW-M1A1-2.jpg|thumb|none|500px|Blazkowicz switches to his Thompson after stabbing a drunk guard in the back.]]&lt;br /&gt;
[[Image:RTCW-M1A1-1.jpg|thumb|none|500px|A low-detail Thompson on the desk.]]&lt;br /&gt;
[[Image:RTCW-M1A1-3.jpg|thumb|none|500px|Blazkowicz reloads his M1A1 Thompson.]]&lt;br /&gt;
[[Image:RTCW-M1A1-4.jpg|thumb|none|500px|Blazkowicz racks the action on the Tommy Gun.]]&lt;br /&gt;
[[Image:RTCW-M1A1-5.jpg|thumb|none|500px|B. J. Blazkowicz holds an M1A1 in the outro of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
== Karabiner 98k ==&lt;br /&gt;
The first long-ranged weapon BJ acquires is a [[Karabiner 98k]]. Early in the game, a scope can be found for it to make it even more effective; it is sometimes seen in the hands of enemies, but is nothing like as common as the MP40. Oddly it is depicted with a 10 round en-bloc clip; there is some evidence that it was originally intended to be an [[M1 Garand]]. There is no visible bolt-operating animation and the weapon appears to be semi-automatic with only a sound effect of a bolt action playing, but if the field of view settings are altered it can be seen that BJ's normally off-screen hand actually does operate the action after each shot.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:tur3.jpg|thumb|none|500px|Karabiner 98k with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:RTCW-K98K-2.jpg|thumb|none|500px|Blazkowicz wields a scoped Karabiner 98k rifle.]]&lt;br /&gt;
[[Image:RTCW-K98K-3.jpg|thumb|none|500px|View through the scope of the K98k.]]&lt;br /&gt;
[[Image:RTCW-K98K-1.jpg|thumb|none|500px|Blazkowicz reloads the Kar98k, in an absolutely impossible way.]]&lt;br /&gt;
[[Image:RTCW-K98K-4.jpg|thumb|none|500px|Reloading animation of the scoped Kar98k.]]&lt;br /&gt;
&lt;br /&gt;
== FG 42 ==&lt;br /&gt;
Used by German paratroops and as per videogame norms is a supergun; the [[FG 42|FG 42 Ausf. G]] (late-war model) combines the power of a rifle with reasonably fast fire [automatic, but at semi-auto speed] and a scope. In the late game, it is more or less the default weapon BJ will be using.&lt;br /&gt;
[[Image:FG 42 with ZFG 42.jpg‎|thumb|none|500px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[Image:RTCW-FG42-1.jpg|thumb|none|500px|Blazkowicz holds a newly acquired FG 42 rifle.]]&lt;br /&gt;
[[Image:RTCW-FG42-3.jpg|thumb|none|500px|Reloading animation of the weapon.]]&lt;br /&gt;
[[Image:RTCW-FG42-4.jpg|thumb|none|500px|Blazkowicz pulls the charging handle of the FG 42.]]&lt;br /&gt;
[[Image:RTCW-FG42-5.jpg|thumb|none|500px|An &amp;quot;FG42 Paratroop Rifle&amp;quot; as the game calls it on a desk. Note the stock incorrectly uses the same texture as the handguard and looks little like an actual FG 42 stock.]]&lt;br /&gt;
[[Image:RTCW-FG42-2.jpg|thumb|none|500px|View through the scope of the FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Carbine==&lt;br /&gt;
The [[M3 Carbine]] is presented in the game as an OSA-modified weapon called the &amp;quot;Snooper Rifle&amp;quot; fitted with a suppressor (the barrel is the same shape as the normal M3, however, only mounting an anachronistic Korean War-era T23 conical flash hider) and using special ammunition. It uses the early M1 / M2 scope with the IR lamp mounted underneath the weapon (though it lacks the correct vertical front grip), and, surprisingly, is depicted with a realistic black-and-white image rather than the normal red or green tint seen in movies and video games. Can kill many human enemies in one shot, but should not be used against non-human enemies. Ammunition for this weapon is extremely rare, and hardly ever seen. The M3 was first used in the invasion of Okinawa in 1945, two years after the setting of this game.&lt;br /&gt;
[[Image:M3CarbM1Scope.jpg|thumb|none|400px|M3 Carbine with M1 / M2 scope - .30 Carbine]]&lt;br /&gt;
[[Image:RTCW-M3-4.jpg|thumb|none|500px|Blazkowicz holds the M3 Carbine inside the German V2 compound.]]&lt;br /&gt;
[[Image:RTCW-M3-3.jpg|thumb|none|500px|Blazkowicz reloads the M3 Carbine after taking out the guards at the V2 forward base. Note the missing foregrip.]]&lt;br /&gt;
[[Image:RTCW-M3-2.jpg|thumb|none|500px|Scope of the M3 Carbine.]]&lt;br /&gt;
[[Image:RTCW-M3-1.jpg|thumb|none|500px|World-model of the M3 Carbine, which is not even close to the first-person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotgun=&lt;br /&gt;
== Remington Model 31 ==&lt;br /&gt;
The [[Remington Model 31]] appears as &amp;quot;Shotgun&amp;quot; in the Xbox version of the game, called &amp;quot;Tides of War&amp;quot;. It is modeled with an unrealistically long forend.&lt;br /&gt;
[[Image:RemingtonModel31.jpg‎|thumb|none|450px|Remington Model 31 - 12 gauge]]&lt;br /&gt;
[[Image:RTCW Shotgun.jpg|thumb|450px|none|The render of the in-game shotgun model.]]&lt;br /&gt;
[[Image:RTCW-SG-3.jpg|thumb|none|501px|The Remington Model 31 in the game.]]&lt;br /&gt;
[[Image:RTCW-SG-1.jpg|thumb|none|501px|Blazkowicz fires the Remington.]]&lt;br /&gt;
[[Image:RTCW-SG-2.jpg|thumb|none|501px|Close-up of a Model 31 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
== MG42 ==&lt;br /&gt;
In several levels mounted [[MG42|MG42 machine guns]] are present. Like in ''[[Medal of Honor: Allied Assault]]'', the rate of fire and distinct report are nowhere near accurate. They have unlimited ammunition and feed from an invisible ammo source, and can be destroyed with explosives to prevent enemies from using them.&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG42 with sling and bipod collapsed - 7.92mm Mauser]]&lt;br /&gt;
[[Image:RTCW-MG42-1.jpg|thumb|none|500px|An MG42 machine gun on a tripod inside Castle Wolfenstein. The models lack both the trigger mechanisms, and drum magazines.]]&lt;br /&gt;
[[Image:RTCW-MG42-2.jpg|thumb|none|500px|Blazkowicz opens fire with the MG42 mounted in a window.]]&lt;br /&gt;
[[Image:RTCW-MG42-3.jpg|thumb|none|500px|An MG42 mounted on a Sd.Kfz. 251 half-track.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] machine gun is seen in the hull mount of the Panzer tank during Chapter 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:RTCW-MG34-1.jpg|thumb|none|500px|Close-up of the Panzer's MG34.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Venom Minigun&amp;quot; ==&lt;br /&gt;
Around halfway through the game, BJ acquires a prototype of a fictional portable belt-fed gatling gun called the &amp;quot;Venom.&amp;quot; The readable tech manual picked up in the game as a mission objective says it uses 7.92mm saboted light armour piercing rounds. However, this is at odds with the 12.7mm (.50 cal) ammunition the gun uses in game. Like the Sten, it can overheat when fired for longer periods of time, but thanks to the gatling-type design it takes longer (about 100-150 rounds in Multiplayer, 150-200 in Singleplayer) to do so.&lt;br /&gt;
[[Image:RTCW-Venom-2.jpg|thumb|none|500px|Blazkowicz prepares to enter the X-Labs with the Venom Minigun in hands. The gun holds an impressive and impossible 500 rounds.]]&lt;br /&gt;
[[Image:RTCW-Venom-1.jpg|thumb|none|500px|Blazkowicz engages a &amp;quot;Loper&amp;quot; with the Venom Minigun. Note the red bar indicating the over-heating level.]]&lt;br /&gt;
[[Image:RTCW-Venom-3.jpg|thumb|none|500px|A Venom Minigun on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
The [[M2 Flamethrower]] is used by German troops after Chapter 3, despite being an American weapon. It is a powerful CQC weapon, but finding &amp;quot;ammo&amp;quot; for it can be a problem. The M2 is devastating, dealing fire damage over time, and turning human enemies into ashes in no time. In MP, it is used by both factions.&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|400px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RTCW-Flame-1.jpg|thumb|none|500px|Blazkowicz wields the M2 Flamethrower.]]&lt;br /&gt;
[[Image:RTCW-Flame-2.jpg|thumb|none|500px|The Flamethrower in action.]]&lt;br /&gt;
[[Image:RTCW-Flame-3.jpg|thumb|none|500px|A German heavy trooper searches for Blazkowicz at the SS dig site.]]&lt;br /&gt;
&lt;br /&gt;
== Panzerfaust ==&lt;br /&gt;
[[Panzerfaust]]s are the game's version of a rocket launcher; as usual, these are incorrectly depicted as launching rocket-assisted projectiles rather than being recoilless rifles.&lt;br /&gt;
[[Image:Panzerfaust30.jpg|thumb|none|400px|Panzerfaust 30 - 44mm with 140mm warhead]]&lt;br /&gt;
[[Image:RTCW-PF-1.jpg|thumb|none|500px|Blazkowicz holds a Panzerfaust inside an Axis hangar. Note that the firing lever assembly behind the leaf sight / safety is totally missing, meaning this Panzerfaust would be impossible to actually fire. The leaf sight is also much too thin.]]&lt;br /&gt;
[[Image:RTCW-PF-3.jpg|thumb|none|500px|Blazkowicz folds up the leaf sight of the Panzerfaust. In the background, a Panzerfaust warhead hits a &amp;quot;Übersoldat&amp;quot;. The correct arming procedure would require pulling a safety pin before the front sight could be lifted, then moving a T-bar safety forward to allow use of the firing lever. In addition, Panzerfausts were usually stored with the warhead's fuze and booster charge removed.]]&lt;br /&gt;
[[Image:RTCW-PF-2.jpg|thumb|none|500px|A smoking tube is left on the ground after each shot.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears as the default hand grenade in the game. It is used by Axis forces in the MP part of the game.&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|400px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RTCW-M24-1.jpg|thumb|none|500px|Blazkowicz holds a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[Image:RTCW-M24-2.jpg|thumb|none|500px|A grenade pack containing four Model 24 Stielhandgranate's.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is first introduced in Chapter 4. Performs as the Model 24; BJ will use up all of the Mk 2s he is carrying before he starts using Stielhandgrantes. In multiplayer, it is used by the Allies.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|130px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[Image:RTCW-MK2-1.jpg|thumb|none|500px|Blazkowicz holds an Mk 2 hand grenade.]]&lt;br /&gt;
[[Image:RTCW-MK2-2.jpg|thumb|none|500px|An Mk 2 grenade on the ground and in Blazkowicz's hand.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by both Allied and Axis forces in the multiplayer part of the game. It is used to mark the position of a devastating airstrike, killing anything in its way. Only Lieutenants can use the M18 smoke grenade.&lt;br /&gt;
[[Image:M18red.jpg|thumb|130px|none|M18 red smoke grenade]]&lt;br /&gt;
[[Image:RTCW-M18.jpg|thumb|none|500px|The M18 smoke grenade as it appears in the multiplayer part of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Flakvierling 38==&lt;br /&gt;
A [[Flakvierling 38]] AA gun can be seen on one multiplayer map.&lt;br /&gt;
[[Image:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[Image:RTCW-Flak38.jpg|thumb|none|500px|Close-up of the Flakvierling 38.]]&lt;br /&gt;
&lt;br /&gt;
{{Wolfenstein}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Mystery]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223275</id>
		<title>Talk:Bad Boys: Miami Takedown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223275"/>
		<updated>2018-10-26T01:55:33Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Page=&lt;br /&gt;
[[Image:Bad boys two.jpg|thumb|right|300px|''Bad Boys: Miami Takedown'' (2004)]]&lt;br /&gt;
&lt;br /&gt;
'''''Bad Boys: Miami Takedown''''' is the 2004 video game based on the ''[[Bad Boys]]'' film series. TNT Miami detectives Mike Lowrey and Marcus Burnett battle a drug lord by the name Tulio Mendoza and his gang accompanied by Russian business man Akimov.   &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1911 Variant ==&lt;br /&gt;
&lt;br /&gt;
Detective Mike Lowrey caries this pistol as his standard weapon. It's the first gun the player starts out with while playing as Mike Lowrey, and it's . It has an infinite amount of ammunition and a magazine capacity of 12. It is also seen being used by numerous members of the Baby Demons gang, Russian Mafia, and Columbian Cartel. Marcus Burnett can be seen using this gun during cutscenes and when the player isn't controlling him; however his standard weapon is the Sig Sauer P226. A suppressed variant appears in one level.&lt;br /&gt;
 &lt;br /&gt;
[[Image:226278-m1911.jpg|thumb|none|300px|1911 45acp]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB585797-589596_20040722_003.jpg|thumb|none|400px| Lowery and Burnett taking cover with their 1911's]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB1074786813.jpg|thumb|none|400px| Lowery takes aim at a couple of thugs with his 1911]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBbadboys_062904_1-28_320w.jpg|thumb|none|400px| Burnett with a 1911]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P226 ==&lt;br /&gt;
&lt;br /&gt;
Detective Burnett's standard weapon is the [[SIG-Sauer P226]]. Just like Mike's 1911, Marcus's Sig-Sauer P226 has a 12 round magazine capacity with an infinite amount of ammo and one of the most common handguns on each level. TNT agent Lee-Ann Reid is seen using a P226. Many goons also use P226's. &lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB12907-BadBoysMiamiTakedown.jpg|thumb|none|400px|Marcus aiming down the sights of his P226]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBBad-Boys-2-Miami-Takedown.jpg|thumb|none|400px|Marcus takes cover with the P226 in hand]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB0.jpg|thumb|none|480x360px|Detective Read aiming her Sig Sauer]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB6bc3bc526866b00ff8a939ba5f202ca8.jpg|thumb|none|400px|Baby Demon uses a Sig Sauer to shoot at a Mike]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;Easy 9mm&amp;quot;. It is used by various members of all three enemy factions. It is also stockless.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi - 9x19mm]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223274</id>
		<title>Talk:Bad Boys: Miami Takedown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223274"/>
		<updated>2018-10-26T01:44:53Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* IMI Uzi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Page=&lt;br /&gt;
[[Image:Bad boys two.jpg|thumb|right|300px|''Bad Boys: Miami Takedown'' (2004)]]&lt;br /&gt;
&lt;br /&gt;
'''''Bad Boys: Miami Takedown''''' is the 2004 video game based on the ''[[Bad Boys]]'' film series. TNT Miami detectives Mike Lowrey and Marcus Burnett battle a drug lord by the name Tulio Mendoza and his gang accompanied by Russian business man Akimov.   &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1911 Variant ==&lt;br /&gt;
&lt;br /&gt;
Detective Mike Lowrey caries this pistol as his standard weapon. It's the first gun the player starts out with while playing as Mike Lowrey, and it's . It has an infinite amount of ammunition and a magazine capacity of 12. It is also seen being used by numerous members of the Baby Demons gang, Russian Mafia, and Columbian Cartel. Marcus Burnett can be seen using this gun during cutscenes and when the player isn't controlling him; however his standard weapon is the Sig Sauer P226.&lt;br /&gt;
 &lt;br /&gt;
[[Image:226278-m1911.jpg|thumb|none|300px|1911 45acp]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB585797-589596_20040722_003.jpg|thumb|none|400px| Lowery and Burnett taking cover with their 1911's]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB1074786813.jpg|thumb|none|400px| Lowery takes aim at a couple of thugs with his 1911]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBbadboys_062904_1-28_320w.jpg|thumb|none|400px| Burnett with a 1911]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P226 ==&lt;br /&gt;
&lt;br /&gt;
Detective Burnett's standard weapon is the [[SIG-Sauer P226]]. Just like Mike's 1911, Marcus's Sig-Sauer P226 has a 12 round magazine capacity with an infinite amount of ammo and one of the most common handguns on each level. TNT agent Lee-Ann Reid is seen using a P226. Many goons also use P226's. &lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB12907-BadBoysMiamiTakedown.jpg|thumb|none|400px|Marcus aiming down the sights of his P226]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBBad-Boys-2-Miami-Takedown.jpg|thumb|none|400px|Marcus takes cover with the P226 in hand]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB0.jpg|thumb|none|480x360px|Detective Read aiming her Sig Sauer]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB6bc3bc526866b00ff8a939ba5f202ca8.jpg|thumb|none|400px|Baby Demon uses a Sig Sauer to shoot at a Mike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
The IMI Uzi appears as the &amp;quot;Easy 9mm&amp;quot;. It is used by various members of all three enemy factions.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi - 9x19mm]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223273</id>
		<title>Talk:Bad Boys: Miami Takedown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223273"/>
		<updated>2018-10-26T01:44:15Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* IMI Uzi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Page=&lt;br /&gt;
[[Image:Bad boys two.jpg|thumb|right|300px|''Bad Boys: Miami Takedown'' (2004)]]&lt;br /&gt;
&lt;br /&gt;
'''''Bad Boys: Miami Takedown''''' is the 2004 video game based on the ''[[Bad Boys]]'' film series. TNT Miami detectives Mike Lowrey and Marcus Burnett battle a drug lord by the name Tulio Mendoza and his gang accompanied by Russian business man Akimov.   &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1911 Variant ==&lt;br /&gt;
&lt;br /&gt;
Detective Mike Lowrey caries this pistol as his standard weapon. It's the first gun the player starts out with while playing as Mike Lowrey, and it's . It has an infinite amount of ammunition and a magazine capacity of 12. It is also seen being used by numerous members of the Baby Demons gang, Russian Mafia, and Columbian Cartel. Marcus Burnett can be seen using this gun during cutscenes and when the player isn't controlling him; however his standard weapon is the Sig Sauer P226.&lt;br /&gt;
 &lt;br /&gt;
[[Image:226278-m1911.jpg|thumb|none|300px|1911 45acp]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB585797-589596_20040722_003.jpg|thumb|none|400px| Lowery and Burnett taking cover with their 1911's]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB1074786813.jpg|thumb|none|400px| Lowery takes aim at a couple of thugs with his 1911]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBbadboys_062904_1-28_320w.jpg|thumb|none|400px| Burnett with a 1911]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P226 ==&lt;br /&gt;
&lt;br /&gt;
Detective Burnett's standard weapon is the [[SIG-Sauer P226]]. Just like Mike's 1911, Marcus's Sig-Sauer P226 has a 12 round magazine capacity with an infinite amount of ammo and one of the most common handguns on each level. TNT agent Lee-Ann Reid is seen using a P226. Many goons also use P226's. &lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB12907-BadBoysMiamiTakedown.jpg|thumb|none|400px|Marcus aiming down the sights of his P226]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBBad-Boys-2-Miami-Takedown.jpg|thumb|none|400px|Marcus takes cover with the P226 in hand]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB0.jpg|thumb|none|480x360px|Detective Read aiming her Sig Sauer]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB6bc3bc526866b00ff8a939ba5f202ca8.jpg|thumb|none|400px|Baby Demon uses a Sig Sauer to shoot at a Mike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi - 9x19mm]]&lt;br /&gt;
The IMI Uzi appears as the &amp;quot;Easy 9mm&amp;quot;. It is used by various members of all three enemy factions.&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223272</id>
		<title>Talk:Bad Boys: Miami Takedown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Bad_Boys:_Miami_Takedown&amp;diff=1223272"/>
		<updated>2018-10-26T01:42:15Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* 1911 Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Page=&lt;br /&gt;
[[Image:Bad boys two.jpg|thumb|right|300px|''Bad Boys: Miami Takedown'' (2004)]]&lt;br /&gt;
&lt;br /&gt;
'''''Bad Boys: Miami Takedown''''' is the 2004 video game based on the ''[[Bad Boys]]'' film series. TNT Miami detectives Mike Lowrey and Marcus Burnett battle a drug lord by the name Tulio Mendoza and his gang accompanied by Russian business man Akimov.   &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1911 Variant ==&lt;br /&gt;
&lt;br /&gt;
Detective Mike Lowrey caries this pistol as his standard weapon. It's the first gun the player starts out with while playing as Mike Lowrey, and it's . It has an infinite amount of ammunition and a magazine capacity of 12. It is also seen being used by numerous members of the Baby Demons gang, Russian Mafia, and Columbian Cartel. Marcus Burnett can be seen using this gun during cutscenes and when the player isn't controlling him; however his standard weapon is the Sig Sauer P226.&lt;br /&gt;
 &lt;br /&gt;
[[Image:226278-m1911.jpg|thumb|none|300px|1911 45acp]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB585797-589596_20040722_003.jpg|thumb|none|400px| Lowery and Burnett taking cover with their 1911's]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB1074786813.jpg|thumb|none|400px| Lowery takes aim at a couple of thugs with his 1911]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBbadboys_062904_1-28_320w.jpg|thumb|none|400px| Burnett with a 1911]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P226 ==&lt;br /&gt;
&lt;br /&gt;
Detective Burnett's standard weapon is the [[SIG-Sauer P226]]. Just like Mike's 1911, Marcus's Sig-Sauer P226 has a 12 round magazine capacity with an infinite amount of ammo and one of the most common handguns on each level. TNT agent Lee-Ann Reid is seen using a P226. Many goons also use P226's. &lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB12907-BadBoysMiamiTakedown.jpg|thumb|none|400px|Marcus aiming down the sights of his P226]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BBBad-Boys-2-Miami-Takedown.jpg|thumb|none|400px|Marcus takes cover with the P226 in hand]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB0.jpg|thumb|none|480x360px|Detective Read aiming her Sig Sauer]]&lt;br /&gt;
&lt;br /&gt;
[[Image:BB6bc3bc526866b00ff8a939ba5f202ca8.jpg|thumb|none|400px|Baby Demon uses a Sig Sauer to shoot at a Mike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|500px|IMI Uzi - 9x19mm]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Medal_of_Honor_(2010)&amp;diff=1222822</id>
		<title>Medal of Honor (2010)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Medal_of_Honor_(2010)&amp;diff=1222822"/>
		<updated>2018-10-23T19:08:37Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Izhmekh MP-443 &amp;quot;Grach&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Medal of Honor 2010 cover.jpg|thumb|right|400px|''Medal of Honor'' (2010)]]&lt;br /&gt;
&amp;lt;br&amp;gt;''This page is for the 2010 video game. For the first game in the franchise, see [[Medal of Honor (1999)]].''&lt;br /&gt;
&lt;br /&gt;
'''''Medal of Honor''''' is a video game developed by Danger Close (single player), DICE (multiplayer), and published by Electronic Arts for the PC, PS3 and Xbox 360 platforms. The game's storyline is set in the year 2002 during the first stages of the ongoing War in Afghanistan, where the player is controlling various characters of the U.S. Military's special operations units, called &amp;quot;Tier 1 Operators&amp;quot;. The characters included are Chief Petty Officer &amp;quot;Rabbit&amp;quot; of AFO Neptune, assigned to DEVGRU, Specialist Dante Adams, assigned to the 1st Battalion, 75th Ranger Regiment, &amp;quot;Deuce&amp;quot; of AFO Wolfpack, assigned to the 1st Special Forces Operational Detachment-Delta, and Captain Brad &amp;quot;Hawk&amp;quot; Hawkins, an Army AH-64 Apache gunner callsign &amp;quot;Gunfighter 06&amp;quot;, assigned to the 1st Attack Reconnaissance Battalion, 1st Aviation Regiment.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Medal of Honor'':''' &lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Single-Player===&lt;br /&gt;
During the single-player campaign, the player's character is allowed to carry two primary weapons and a pistol. Pistols are tertiary weapons, which cannot be swapped away, but have unlimited ammunition.&lt;br /&gt;
&lt;br /&gt;
The single player part of the game correctly tracks the +1 round in the chamber and the fire-mode selector switch can be used on most of the weapons (the only exceptions are the Kalashnikov variants). &lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The multiplayer part of the game uses the well-known class system seen in DICE's ''[[Battlefield]]'' series of video games. The player is allowed to choose between three classes, and rank up separately. Riflemen use assault rifles with grenade launchers, machine guns and smoke grenades for cover. The Special Ops class features shotguns, carbines and rocket launchers as special weapons. Snipers can choose between battle rifles and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Regardless of faction, each weapon can be equipped with three different attachments at the same time. Various sights, muzzle attachments or special ammunition can be chosen to tweak the guns to meet the operator's needs.&lt;br /&gt;
&lt;br /&gt;
In MP, the +1 round in the chambers is not present, and the player's character does not chamber a new round on most of the weapons when both the magazine and chamber are empty, only simply swaps the magazines. The same &amp;quot;feature&amp;quot; can be seen in DICE's previous game; ''[[Battlefield: Bad Company 2]]''.&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
== SIG-Sauer P226R ==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226R]] is Rabbit's signature pistol. Its 9mm rounds are fed from Mec-Gar's 18-round flush fit magazines, giving it an 18+1 maximum capacity.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[Image:Moh_2010-10-14_17-34-24-00.jpg|thumb|none|600px|Tier 1 Operator Rabbit holds his P226R.]]&lt;br /&gt;
[[Image:Moh2010101216121856.jpg|thumb|none|600px|A suppressed P226R in idle. Note the infinity symbol on the HUD.]]&lt;br /&gt;
[[Image:MOHP226I.jpg|thumb|none|600px|The P226R's Tritium illuminated iron sights.]]&lt;br /&gt;
&lt;br /&gt;
[[image:MOH2010-SP-P226R.jpg|600px|thumb|none|Rabbit reloads his P226R. &amp;quot;P226&amp;quot; can be seen on the grip.]]&lt;br /&gt;
[[image:MOH2010-P226R.jpg|600px|thumb|none|When a pistol runs empty, the characters always pull the slide to release it, instead of using the slide release lever; this procedure, while non-standard, is advocated by a number of respected firearms trainers. This applies to every pistol in the single-player part of the game.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 17 ==&lt;br /&gt;
A [[Glock 17]] with a tan frame is Deuce's signature sidearm, possessing a 15+1 magazine capacity.  While modeled after the Glock 17, the magazine capacity is that of a Glock 19, a weapon commonly carried by AFO personnel.&lt;br /&gt;
[[Image:Glock 12892-1-.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-01-18-79.jpg|thumb|none|600px|Deuce holds a suppressed Glock 17 during the first Delta Force mission, ''Running With the Wolves''.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-00-04-10.jpg|thumb|none|600px|The Glock 17's iron sights.  You can just barely make out the front sight as it's practically obscured by the suppressor.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_19-53-59-01.jpg|thumb|none|600px|Deuce reloads his Glock 17.]]&lt;br /&gt;
[[Image:MOH2010-Glock.jpg|600px|thumb|none|The slide of the suppressed Glock locks empty. The Glock logo, &amp;quot;17&amp;quot;, &amp;quot;AUSTRIA&amp;quot; and &amp;quot;9x19&amp;quot; can be read on the slide.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9 ==&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|360px|Beretta M9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In the single player campaign the [[Beretta 92FS|Beretta M9]] is Spc. Dante Adams' signature sidearm, where it has the correct 15+1 magazine capacity. The firing sound of the M9 in-game is the same as the ''[[Medal of Honor: Airborne]]'''s [[M1911A1]].&lt;br /&gt;
[[Image:Moh_2010-10-14_18-47-13-58.jpg|thumb|none|600px|Spc. Dante Adams holds his M9 during the level ''Belly of the Beast''.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-47-14-65.jpg|thumb|none|600px|Iron-sights of the Beretta.]]&lt;br /&gt;
[[image:MOH2010-SP-M9.jpg|600px|thumb|none|Spc. Dante Adams reloads the M9.]]&lt;br /&gt;
[[image:MOH2010-BerettaM9.jpg|600px|thumb|none|Spc. Dante's Beretta locks empty. Note that although the hammer is always back, the trigger is in uncocked position.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 92FS|Beretta M9]] is the standard Coalition sidearm in the multiplayer. It has the same (incorrect) 12-round magazine capacity as seen in ''[[Battlefield: Bad Company 2]]'' and the hammer is never cocked, unlike in single-player.&lt;br /&gt;
[[Image:MOH2010-M9.jpg|thumb|none|600px|The M9 during the Unlock Tree. This cap is from the early version of the game. There is no &amp;quot;Better Sidearm&amp;quot; unlock in the final version of the MP.]]&lt;br /&gt;
[[Image:Moh2010 m9.jpg|thumb|none|601px|The M9 in multiplayer.]]&lt;br /&gt;
[[image:Snapshot20100615142750.jpg|thumb|none|600px|Good view of the iron sights.]]&lt;br /&gt;
[[image:Snapshot20100615142853.jpg|thumb|none|600px|M9 being reloaded. Notice how there are no bullets in the new magazine, and the lack of feed lips on the magazine itself.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmekh MP-443 &amp;quot;Grach&amp;quot; ==&lt;br /&gt;
The [[Yarygin PYa|MP-443 &amp;quot;Grach&amp;quot;]] is the standard Taliban sidearm. Like the M9 in multiplayer, it has an incorrect 12-round magazine capacity as the real one holds 17 bullets. Appears as the &amp;quot;Tariq&amp;quot;, which is in reality, an Iraqi clone of the [[Beretta M1951]]. The MP-443 Grach's appearance is rather anachronistic because the weapon started production in 2003.&lt;br /&gt;
[[Image:MP433Grach.jpg|thumb|none|350px|Izhmekh MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
[[image:MOH2010-MP-MP443-1.jpg|601px|thumb|none|The player's character holds an MP-443 during an MP match.]]&lt;br /&gt;
[[image:MOH2010-MP-MP443-2.jpg|601px|thumb|none|Misaligned iron sights of the MP-443.]]&lt;br /&gt;
[[Image:Snapshot20100615143053.jpg|thumb|none|601px|Reloading the MP-443 &amp;quot;Grach&amp;quot; during a multiplayer match. As with the Beretta in MP, the Grach's slide does not lock back when the pistol runs dry.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
[[Image:MP7_40rdmag.jpg|450px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1|H&amp;amp;K MP7A1]] is used by Delta Force members Deuce, Dusty, Panther and Vegas during the Wolfpack missions. It's fitted with an EOTech 552 holographic sight, 40-round magazine and suppressor during the level ''Running With Wolves...'', and appears without suppressor in ''Friends from Afar''.&lt;br /&gt;
[[image:MOH2010-MP7.jpg|600px|thumb|none|Tier 1 Operator Panther with his MP7A1.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-01-16-94.jpg|600px|thumb|none|The MP7A1 with suppressor as seen in ''Running With Wolves...''.]]&lt;br /&gt;
[[image:MOH2010-MP7-1.jpg|600px|thumb|none|The unsuppressed MP7A1 during ''Friends from Afar''.]]&lt;br /&gt;
[[image:MOH2010-SP-MP7A1-1.jpg|601px|thumb|none|Reloading the MP7A1. Note the absence of the side rails.]]&lt;br /&gt;
[[image:MOH2010-SP-MP7A1-2.jpg|601px|thumb|none|Deuce pulls the charging handle of his SMG.]]&lt;br /&gt;
[[image:MOH2010-MP7-4.jpg|600px|thumb|none|Deuce's MP7A1 on the ground. The A1 version of the MP7 is anachronistic, as it was not introduced until 2003, and the game takes place in 2002. The older MP7 was only available at that time.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1|MP7A1]] is an unlockable weapon for Spec Ops troopers regardless of their faction. Seen with the stock extended and foregrip down, but oddly uses the pistol sights when no optic is attached.  Its attachments are an EOTech or ACOG regardless of the player's faction. Available to those who have pre-ordered the game.&lt;br /&gt;
[[Image:Moh_mp7a1.jpg|600px|thumb|none|Reloading the MP7A1 with suppressor and ACOG in the &amp;quot;Limited Edition&amp;quot; trailer. This is one of the few weapons which has the selector on the correct position.]]&lt;br /&gt;
[[Image:Moh_mp7a1_acog.jpg|600px|thumb|none|Aiming down the ACOG of the MP7A1 in the &amp;quot;Limited Edition&amp;quot; trailer.]]&lt;br /&gt;
[[Image:MOH2010-MP7-.jpg|600px|thumb|none|MP7A1 with ACOG, stock barrel, and extra magazines on the after-death report.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90TR ==&lt;br /&gt;
The [[FN P90|P90TR (Triple Rail)]] appears only in the multiplayer part of the game, available as another alternate unlockable weapon to the Spec Ops class, regardless of faction. The P90TR is a devastating weapon with high cycling rate and magazine capacity. This weapon has no Veteran version. Referred to as &amp;quot;P90 PDW&amp;quot;.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|400px|thumb|none|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[image:MOH2010-P90-3.jpg|600px|thumb|none|FN P90TR during weapon customization.]]&lt;br /&gt;
[[image:MOH2010-MP-P90TR-3.jpg|601px|thumb|none|FN P90TR with laser sight and &amp;quot;Mini Reflex Sight&amp;quot;. This is the default sight available for the player.]]&lt;br /&gt;
[[image:MOH2010-MP-P90TR-1.jpg|601px|thumb|none|The player's character sprints with a P90TR modified with a holographic sight and sound suppressor. Both Coalition and OpFor forces use the holo-sight and ACOG for this weapon.]]&lt;br /&gt;
[[image:MOH2010-P90-4.jpg|600px|thumb|none|The P90TR with sound suppressor and ACOG.]]&lt;br /&gt;
[[image:MOH2010-P90-1.jpg|600px|thumb|none|Removing the old magazine.]]&lt;br /&gt;
[[image:MOH2010-MP-P90TR-2.jpg|600px|thumb|none|Inserting a fresh magazine. The high magazine capacity is balanced with a relatively slow reload.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Battle Rifles =&lt;br /&gt;
&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|500px|M4A1 with RIS foregrip and M68 Aimpoint red dot scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[M4A1 Carbine]] is the main weapon for the Tier 1 Operators and the Army Rangers in the game. The weapons appear to be fitted with EOTech 552 holographic sights, AN/PEQ-2 laser designators, KAC QDSS-NT4 suppressors, RIS foregrips, and SureFire Universal WeaponLights. During the last two missions ACOGs are used instead of the holographic Sights. Appears as &amp;quot;M4&amp;quot; but fires in full-auto and semi-auto, like the M4A1. It is worth noting that when the player switches fire modes, the player character visibly switches the fire selector to the correct position.&lt;br /&gt;
[[Image:Mohm4.jpg|thumb|none|600px|An M4A1 being wielded by a U.S. Ranger on an early-release footage.]]&lt;br /&gt;
[[Image:MOH2010 002.jpg|thumb|none|600px|A Tier 1 operator with an M4A1 on an early-release footage.]]&lt;br /&gt;
[[Image:MOH2.jpg‎|thumb|none|600px|U.S. Army Rangers and Air Force ETAC with their M4A1s.]]&lt;br /&gt;
[[Image:Medalofhonorm4.JPG|600px|thumb|none|An early-release footage of the M4A1 used by Tier 1 Operators, fitted with various attachments.]]&lt;br /&gt;
[[Image:Moh_m4a1.jpg|600px|thumb|none|The final released version of the M4A1, used by Rabbit and his fellow mates.]]&lt;br /&gt;
[[Image:M4MOH.JPG|thumb|none|600px|Some nice detail of Army Ranger SGT James Patterson's M4A1.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-17-37-00.jpg|thumb|none|600px|Rabbit with his M4A1 in idle.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-20-06-64.jpg|thumb|none|600px|Same as above, only looking through the EOTech 552 holographic sight.]]&lt;br /&gt;
[[Image:MOH2010-M4reload.jpg‎|thumb|none|600px|Rabbit reloads his M4A1 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the [[M4A1]] is the standard weapon for the Coalition Special Ops class. It is fitted with a non-removable fore-grip. The carry handle can be changed to a holographic sight or ACOG. The &amp;quot;stock barrel&amp;quot; can be fitted with either a laser sight or sound suppressor. It can also fire open-tip ammunition, which have increased damage.&lt;br /&gt;
[[Image:Moh2010 m4 menue.jpg|thumb|none|600px|A screenshot from an early version of the game where the M4A1 appeared as &amp;quot;M4&amp;quot;. The developers later realized that the M4 designation refers to a 3-round burst carbine, while the M4A1 is the fully automatic variant.]]&lt;br /&gt;
[[Image:MOH2010-ColtM4-2.jpg|thumb|none|601px|Veteran M4A1 rifle with carrying handle still attached.]]&lt;br /&gt;
[[Image:MOH2010-MP-M4A1-3.jpg|thumb|none|601px|The player holds an M4A1 Carbine fitted with ACOG and sound suppressor.]]&lt;br /&gt;
[[Image:MOH2010-MP-M4A1-1.jpg|thumb|none|601px|A Veteran M4A1 with EOTech holographic sight and LAM. The Veteran version is dirtier and more used than the standard one, and has a slight performance differences.]]&lt;br /&gt;
[[Image:MOH2010-MP-M4A1-2.jpg|thumb|none|600px|Reloading the Veteran M4A1 Carbine in a Sector Control match. Note the Magpul Ranger Plate on the magazine.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 18 Mod 0 ==&lt;br /&gt;
The second of two M4 variants featured in single-player is the [[Mk 18 Mod 0]] carbine with RIS and foregrip. It is only seen used by AFO Neptune in the first level. Appears as &amp;quot;M4 CQB-R&amp;quot; in the game. Rabbit uses an Aimpoint CompM2 with cantilever mount and killFLASH cover while the other members of AFO Neptune use EOTech 552s on their Mk 18s.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 with RIS handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-40-33-35.jpg|thumb|none|600px|Rabbit holds his Mk 18 Mod 0. Some discoloration due to image being taken in front a vehicle's headlamps.]]&lt;br /&gt;
[[image:Moh_2010-10-14_14-42-52-43.jpg|thumb|none|600px|Tier 1 Operative Mother with his Mk 18 Mod 0, fitted with an EOTech 552 Holographic sight, AN/PEQ-2 laser designator, and SureFire Universal WeaponLight.]]&lt;br /&gt;
[[image:MOH2010-Mark18-3.jpg|600px|thumb|none|View through the precision sight as Rabbit scores a headshot. Headshots play significant roles in the &amp;quot;Tier 1&amp;quot; mode of the game, where the player battles against the clock. Scoring headshots or achieving multi-kills increases the available time. The mesh seen through the sight is from the killFLASH.]]&lt;br /&gt;
[[image:MOH2010-SP-MK18.jpg|600px|thumb|none|Rabbit reloads his Mk 18 Mod 0 after clearing a courtyard full of Chechen and AQ fighters.]]&lt;br /&gt;
[[image:MOH2010-Mark18-1.jpg|600px|thumb|none|World-model of the Mk 18 Mod 0.]]&lt;br /&gt;
[[image:MOH2010-Mark18-2.jpg|600px|thumb|none|And the other side of the rifle. As the text on the HUD shows, it is impossible to swap away the pistols in the game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M16A4 ==&lt;br /&gt;
The [[M16A4|M16A4]] is the standard weapon for Coalition Riflemen in multiplayer. It is always fitted with an [[M203 grenade launcher]] and incorrectly fires in fully automatic mode only. The M16A4 in the time of the game (2002) is inaccurate, as the M16A4 entered service in 2004.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|550px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and ACOG scope - 5.56x45mm NATO. This is the U.S.M.C. style setup.]]&lt;br /&gt;
[[image:Snapshot20100615123458.jpg|601px|thumb|none|The M16A4 during weapon customization.]]&lt;br /&gt;
[[image:MOH2010-M16-Stock.jpg|601px|thumb|none|&amp;quot;Stock&amp;quot; M16A4 without any selectable attachments.]]&lt;br /&gt;
[[image:MOH2010-M16-Sight.jpg|601px|thumb|none|View through the iron sight of the M16A4.]]&lt;br /&gt;
[[image:MOH2010-MP-M16A4-3.jpg|601px|thumb|none|M16A4 modified with EOTech holographic Sight and suppressor.]]&lt;br /&gt;
[[image:MOH2010-MP-M16A4-1.jpg|601px|thumb|none|Veteran M16A4 with ACOG. The Veteran version does not have rail covers at all, and offers slightly better range and damage, but worse accuracy.]]&lt;br /&gt;
[[image:MOH2010-MP-M16A4-2.jpg|600px|thumb|none|Reloading the Veteran M16A4 which is set to semi, however fires in full-auto.]]&lt;br /&gt;
[[image:MOH2010-M16-Slap.jpg|601px|thumb|none|The good-looking but completely unnecessary slap of the freshly inserted magazine after a reload.]]&lt;br /&gt;
&lt;br /&gt;
== AKM and variants==&lt;br /&gt;
The [[AKM]] appears both in single-player and multiplayer modes, and is incorrectly called &amp;quot;AK-47&amp;quot; in both. The slant muzzle brakes are removed and they lack the strengthening ribs on the receiver cover.&lt;br /&gt;
[[Image:AKMRifle.jpg‎|thumb|none|450px|AKM with slant muzzle brake - 7.62x39mm]]&lt;br /&gt;
[[Image:AMD63.jpg|thumb|450px|none|Hungarian FÉG AMD-63 - 7.62x39mm]]&lt;br /&gt;
[[Image:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|none|450px|East German MPi-KMS-72 with sling and side-folding stock - 7.62x39mm]] &lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The AKMs in single player can be composed of parts from other AKs used by former Eastern Bloc countries, including East Germany. The handguard, stock, and even the magazine's material can vary from weapon to weapon. Strangely, the selector does not work for these rifles.&lt;br /&gt;
[[image:Moh_2010-10-14_14-23-41-23.jpg|thumb|none|600px|In Rabbit's hands is an AK with a green synthetic hand-guard and East German-style side-folding stock. On the ground is a fixed stock AK with the AMD-63's foregrip.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-23-54-29.jpg|thumb|none|600px|Iron-sight view of an AK in single-player.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-50-27-53.jpg|thumb|none|600px|A dropped AK with Pa. MD 86 foregrip and an AKS-74-style side-folder stock.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_17-34-59-15.jpg|thumb|none|600px|Rabbit holds an AKM with an AMD-63-style foregrip.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_19-30-25-34.jpg|thumb|none|600px|SPC. Adams with an AKM that has a Pa. MD 86 style foregrip.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In multiplayer the [[AKM]] is the standard weapon of the Taliban Riflemen. It is always fitted with a [[GP-30|GP-25 grenade launcher]]. Can be customized with a red dot sight, combat scope, open-tip ammunition, suppressor and laser sight.&lt;br /&gt;
[[Image:Moh_akm_menue.jpg|thumb|none|601px|The Veteran AKM with GP-25 grenade launcher during weapon selection, note the stamped receiver.]]&lt;br /&gt;
[[Image:MoHMPGame 2010-10-06 13-46-23-49.jpg|thumb|none|601px|Veteran AKM in first person.]]&lt;br /&gt;
[[image:MOH2010-MP-AK47-1.jpg|601px|thumb|none|Firing the Veteran AKM in multiplayer.]]&lt;br /&gt;
[[Image:MoHMPGame 2010-10-06 13-46-25-67.jpg|thumb|none|601px|AKM - iron-sight view. Note the misaligned sight position.  In reality, the weapon would shoot higher than your intended point of aim.]]&lt;br /&gt;
[[image:MOH2010-MP-AK47-2.jpg|601px|thumb|none|Reloading the Veteran AKM.]]&lt;br /&gt;
&lt;br /&gt;
== AKMSU ==&lt;br /&gt;
The [[AKMSU]] appears in the single-player campaign where it is erroneously called the &amp;quot;[[AKS-74U]]&amp;quot;. Along with the various AKMs, this is the only weapon to lack a functional selector switch.&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-02-39-36.jpg|thumb|none|600px|An AKMSU on the ground.]]&lt;br /&gt;
[[image:MOH2010-SP-74U.jpg|600px|thumb|none|An AKMSU on the ground, on the HUD and in Spc. Adams' hands during the last mission.]]&lt;br /&gt;
[[image:MOH2010-AKMSU-3.jpg|600px|thumb|none|Spc. Dante Adams reloads the AKMSU during the last mission of the game.]]&lt;br /&gt;
[[image:MOH2010-AKMSU-2.jpg|600px|thumb|none|Spc. Dante Adams chambers a round.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
The [[AKS-74U]] with the the foregrip of a [[AK-74#AIM/AIMS-74|PA md. 86]] is the standard weapon for the Taliban Special Ops class. Can be modified with Kobra red dot sight, suppressor, combat scope, AN/PEQ-2 laser designator (which is zip-tied to the front handguard) and open-tip ammunition.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|430px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:MOH2010-AKS74U.jpg|thumb|none|601px|Veteran AKS-74U during weapon customization.]]&lt;br /&gt;
[[image:MOH2010-74U-5.jpg|thumb|none|601px|Veteran AKS-74U with sound suppressor.]]&lt;br /&gt;
[[image:Snapshot20100615143045.jpg|thumb|none|601px|Firing a suppressed AKS-74U while aiming down the ubiquitous iron sights of the carbine.]]&lt;br /&gt;
[[image:Snapshot20100615123618.jpg|thumb|none|601px|AKS-74U with a Kobra reflex sight in first-person view.]]&lt;br /&gt;
[[image:Snapshot20100615123707.jpg|thumb|none|601px|Reflex sight view.]]&lt;br /&gt;
[[image:Snapshot20100615143028.jpg|thumb|none|601px|The AKS-74U being reloaded. Note that it has a milled receiver, a common mistake made by DICE over and over again in the ''[[Battlefield]]'' series of video games.]]&lt;br /&gt;
[[image:Snapshot20100615143040.jpg|thumb|none|601px|AKS-74U with a PK-AV Scope.]]&lt;br /&gt;
&lt;br /&gt;
== FN F2000 Tactical ==&lt;br /&gt;
The [[FN F2000|F2000 Tactical]] is an alternate unlockable weapon for the Rifleman class. Can be modified with a holographic sight (regardless of faction), ACOG, suppressor, and open-tip ammo. It is always equipped with an FN GL-1 grenade launcher, which comes with three 40mm grenades.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|450px|thumb|none|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MOH2010-F2000-4.jpg|600px|thumb|none|Firing a stock F2000 Tactical during a multiplayer match.]]&lt;br /&gt;
[[Image:MOH2010-F2000-5.jpg|600px|thumb|none|An F2000 Tactical equipped with an ACOG.]]&lt;br /&gt;
[[Image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_00.27_-2010.08.27_16.01.16-.jpg|601px|thumb|none| FN F2000 Tactical with sound suppressor and EOTech Holographic sight.]]&lt;br /&gt;
[[Image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_00.29_-2010.08.27_16.02.16-.jpg|601px|thumb|none| Reloading the F2000 Tactical. Note FN logo. Also note empty magazine being inserted.]]&lt;br /&gt;
[[Image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_00.35_-2010.08.27_16.02.30-.jpg|601px|thumb|none| View through the iron sights of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G3A3 ==&lt;br /&gt;
[[Image:G3a3.jpg|thumb|none|550px|H&amp;amp;K G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] can be seen in hands of Taliban and Chechen fighters in the single player campaign. Since Afghanistan shares a huge territorial borderline with Pakistan, it makes perfect sense some Pakistani Army G3's to have fallen to Taliban hands. It appears with an incorrect 30+1 capacity, despite it being modeled with a 20-round magazine.  An actual 30-round box mag for G3-type rifles (yes, these exist) is noticeably longer than the standard capacity 20-rounders.&lt;br /&gt;
[[image:MOH2010-G3A3-2.jpg|600px|thumb|none|A discarded G3A3 on the ground. Interestingly, the receiver markings say &amp;quot;HK 91&amp;quot;, which is the semi-automatic version of the G3. On the other side it says &amp;quot;Kal. .308&amp;quot;, a marking usually used on civilian models imported to America. These facts imply that this version was modeled off a civilian G3.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_19-53-54-37.jpg|600px|thumb|none|Delta Force Operator Deuce with a G3A3 during the mission ''Friends from Afar''.]]&lt;br /&gt;
[[image:G3MOH..JPG|601px|thumb|none|Deuce pulls back the bolt of his G3A3 when it runs empty.]]&lt;br /&gt;
[[image:MOH2010-G3A3-1.jpg|600px|thumb|none|Spc. Dante Adams does a gentle HK-slap on his G3A3 inside the AQ camp during the last mission of the game.]]&lt;br /&gt;
[[image:Moh2010101216102148.jpg|600px|thumb|none|The G3A3's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The G3A3 is an unlockable weapon in multiplayer for the Sniper class. It is unlocked at Level 9. Can be modified with a holographic sight, sniper scope, suppressor or open-tip ammunition. In MP, the capacity is correctly 20 rounds, but the rifle fires only in semi-automatic mode.&lt;br /&gt;
[[image:MOH2010-MP-G3-2.jpg|599px|thumb|none|The G3A3 during weapon customization. Note the magazine release paddle.]]&lt;br /&gt;
[[image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_01.43_-2010.08.27_16.04.25-.jpg|601px|thumb|none|The G3A3 with EOTech holographic sight. As with the other shared weapon, this is the only sight attachment for the G3A3.]]&lt;br /&gt;
[[image:MOH2010-MPG3-4.jpg|600px|thumb|none|A G3A3 with sound suppressor and holographic sight.]]&lt;br /&gt;
[[image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_01.48_-2010.08.27_16.05.55-.jpg|601px|thumb|none|View through the G3A3's scope.]]&lt;br /&gt;
[[Image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_01.40_-2010.08.27_16.04.16-.jpg|601px|thumb|none|Reloading animation of the G3A3 rifle. The missing magazine release paddle can be seen on the image. Technically, that would make the rifle a HK91A2, however those were not available with S-E-F trigger groups. It is certain that a HK91A2 was used for modeling, as the receiver marking says &amp;quot;HK 91&amp;quot;, as on the single-player G3A3. It is safe to say that this rifle is a borderline hybrid. Finally, but not lastly, the selector is set to safe.]]&lt;br /&gt;
[[image:MOH2010-MPG3-5.jpg|600px|thumb|none|A rare sight in the multiplayer part of Medal of Honor: a bolt handle is being pulled by the operator. This is the only weapon where a round is chambered after a (actually ''every'') reload.]]&lt;br /&gt;
[[image:MOH2010-MPG3-7.jpg|600px|thumb|none|World-model of the G3A3, with magazine release paddle just to confuse things even more. Usually in video games, the first-person model of a gun has the higher details, but not in MoH's MP.]]&lt;br /&gt;
&lt;br /&gt;
== Mk. 14 Mod 0 Enhanced Battle Rifle  ==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0 EBR|Mk. 14 Mod 0 EBR]] fitted with ACOG is used by Rabbit of AFO Neptune in the game. Capable of semi-auto and full-auto fire modes, with full auto being extremely effective in certain points. Holds 20+1 rounds, and incorrectly appears as &amp;quot;M14 EBR&amp;quot; in the game.&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|550px|Mk. 14 Mod 0 EBR - 7.62x51 NATO]]&lt;br /&gt;
[[Image:MoHM14EBR.jpg|thumb|none|600px|An Army Ranger with Mk. 14 Mod 0 EBR siting next to Cpl. Hernandez. This screencap is from the ''Leave A Message'' trailer. In the final game, the Ranger seated next to Hernandez is instead armed with an M4A1 and not wearing sunglasses.]]&lt;br /&gt;
[[Image:MoHM14EBR2.jpg|thumb|none|600px|An Army Ranger with his Mk. 14 Mod 0 EBR, taking cover after a CH-47 Chinook helicopter was hit by RPG rocket. This is early-release footage.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_15-05-12-29.jpg|thumb|none|600px|A Mk. 14 Mod 0 EBR in Rabbit's hands. Also in view is &amp;quot;Preacher&amp;quot; with his M4A1 Carbine.]]&lt;br /&gt;
[[Image:MOH2010-Mk14.jpg|thumb|none|600px|Rabbit reloads the Mk. 14 Mod 0 EBR during the level ''Compromised''.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-58-37-62.jpg|thumb|none|600px|Looking down the EBR's ACOG.]]&lt;br /&gt;
[[Image:MOH2010-EBR.jpg|thumb|none|600px|Rabbit prepares to pull the charging handle of his Mk. 14 Mod 0 EBR.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
== FN M249E3 SAW==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|FN M249E3 SAW]] appears in single-player and multiplayer game modes and is fitted with the heat-shield of an [[FN Minimi#Mk 46 Mod 0|Mk 46 Mod 0]] in both.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|500px|M249 SAW Paratrooper - this one features components of the Product Improvement Package (PIP), including the new telescoping stock, heat shield, and RIS handguard, and is also fitted with an ACOG scope and a 100-round woodland camo cloth ammo bag - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The FN M249E3 SAW is used during the level ''Belly of the Beast'' by Specialist Dante Adams. In single-player, it is always used with a 200-round box magazine. Note that it is seen with an EOTech holographic sight in trailers and promotional screenshots, but appears in the game with the M145 MG optic.&lt;br /&gt;
[[Image:LOLWUTOMG.JPG|thumb|none|600px|FN M249E3 as seen in the first gameplay trailer. Note the magazine well visible beneath the ammo belt for feeding from M16-type box magazines, a key difference distinguishing it from the similar Mark 46.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-47-04-68.jpg|thumb|none|600px|M249E3 with M145 Machine Gun Optic.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-47-18-44.jpg|thumb|none|600px|View through the M145 MG scope.]]&lt;br /&gt;
[[Image:M48.JPG|thumb|none|601px|Sgt. Dante Adams pulls the charging handle of his M249E3.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In MP it has 100-round capacity and appears simply as &amp;quot;M249&amp;quot;. It is the alternate unlockable weapon for the Coalition Rifleman class, and later for the OpFor. Can be fitted with a holographic sight, ACOG, open-tip ammo, or a custom muzzle brake.&lt;br /&gt;
[[Image:MOH2010-M249.jpg|thumb|none|601px|M249E3 SAW as seen in the weapon customization. Note that on this image the feeder location and ejection port are swapped for an unknown reason.]]&lt;br /&gt;
[[image:MOH2010-MP-MK46MOD0-1.jpg|601px|thumb|none|The stock M249E3 SAW in multiplayer.]]&lt;br /&gt;
[[image:Snapshot20100615143341.jpg|thumb|none|601px|The Veteran M249E3 SAW in the game.]]&lt;br /&gt;
[[image:MOH2010-MP-MK46MOD0-2.jpg|600px|thumb|none|Iron sight view.]]&lt;br /&gt;
[[image:MOH2010-MP-MK46MOD0-3.jpg|601px|thumb|none|M249E3 modified with ACOG and custom muzzle brake.]]&lt;br /&gt;
[[image:MOH2010-MP-MK46MOD0-4.jpg|600px|thumb|none|Reloading the M249E3.]]&lt;br /&gt;
&lt;br /&gt;
== FN M240 ==&lt;br /&gt;
[[Image:M240-1.jpg|thumb|550px|none|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[FN_MAG|M240]] can be seen mounted on U.S. Chinook helicopters. &lt;br /&gt;
[[Image:MOH2010-M240-1.jpg|thumb|600px|none|The M240B in the single-player campaign.]]&lt;br /&gt;
[[Image:MOH2010-M240-2.jpg|thumb|600px|none|M240B mounted on a Chinook. Note that it has both a spade grip and a pistol grip.]]&lt;br /&gt;
[[Image:MOH2010-M240-4.jpg|thumb|600px|none|Rabbit mans the M240B during the end of the mission ''Compromised''.]]&lt;br /&gt;
[[Image:MOH2010-M240-3.jpg|thumb|600px|none|Rabbit fires the M240B.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In multiplayer, this is the Coalition's equivalent of the [[RPK]], but like the RPK, this weapon is only acquired through digital pre-orders of the PC version. Its custom version features a camouflage finish.&lt;br /&gt;
[[image:MOH2010-MP-M240-1.jpg|600px|thumb|none|M240 in the MP.]]&lt;br /&gt;
[[image:MOH2010-MP-M240-2.jpg|600px|thumb|none|The player reloading his M240.]]&lt;br /&gt;
[[Image:MOH2010-M240-5.jpg|thumb|600px|none|An unusable M240 seen in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
== PKM ==&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|550px|none|PKM - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[PKM]] can be seen mounted on a technical and also appears as a portable machine gun. It is useable during the Bagram Airfield level.&lt;br /&gt;
[[Image:Moh_2010-10-14_17-36-05-63.jpg|thumb|600px|none|Rabbit with a PKM during the second mission, ''Breaking Bagram''.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_17-36-11-05.jpg|thumb|600px|none|Iron sights of the PKM.]]&lt;br /&gt;
[[image:MOH2010-SP-PKM.jpg|600px|thumb|none|Rabbit reloads his PKM on the way to the occupied Airfield.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In multiplayer the PKM is the unlockable machine gun for the Taliban Rifleman class. Can be modified with muzzle brake, reflex scope, combat sight and open-tip ammunition.&lt;br /&gt;
[[Image:MoHMPGame 2010-10-06 20-17-05-81.jpg|thumb|601px|none|FPS view of factory-stock PKM.]]&lt;br /&gt;
[[Image:MoHMPGame 2010-10-06 20-28-27-32.jpg|thumb|599px|none|Veteran PKM with Kobra reflex sight.]]&lt;br /&gt;
[[image:MOH2010-MP-PKM-1.jpg|600px|thumb|none|Iron sights of the PKM.]]&lt;br /&gt;
[[image:MOH2010-MP-PKM-2.jpg|600px|thumb|none|Reloading the PKM.]]&lt;br /&gt;
&lt;br /&gt;
== RPK ==&lt;br /&gt;
The [[RPK]] is an alternate unlockable machine gun for Taliban riflemen, but this weapon is only acquired through digital pre-orders of the PC version. Holds 100 rounds, but is modeled with a 75-round drum mag. This weapon's second version is called &amp;quot;RPK (C)&amp;quot; (C for Custom) instead of &amp;quot;Veteran&amp;quot;.&lt;br /&gt;
[[Image:Rpk 01 drum.jpg|thumb|none|501px|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[image:Moh2010_rpk.jpg|thumb|601px|none|An RPK on the after-death report.]]&lt;br /&gt;
[[Image:MOHRPKingame.jpg|thumb|600px|none|The RPK in the game.]]&lt;br /&gt;
[[image:MOH2010-MP-RPK-2.jpg|600px|thumb|none|Reloading the RPK.]]&lt;br /&gt;
[[image:MOH2010-MP-RPK-3.jpg|600px|thumb|none|The RPK (C) which has the same stats as the normal version, but has a custom finish.]]&lt;br /&gt;
&lt;br /&gt;
== U.S. Ordnance M60E4 (MK43 Mod 1) ==&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|500px|M60E4 MK43 Mod 1 with picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[M60E4|M60E4 MK43 Mod 1]] is the weapon of choice for Tier One Operator Voodoo. In ''Compromised'', he dislocates his shoulder after a fall, and trades the M60E4 for Rabbit's M4A1 to continue fighting. That is the only time that the M60E4 is usable in the single-player campaign.&lt;br /&gt;
[[Image:MOH2010-Voodoo.jpg|thumb|600px|none|Tier One Operator Voodoo with his M60E4 during the mission ''Dorothy's a Bitch''.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_20-11-46-17.jpg|thumb|600px|none|The M60E4 in Rabbit's hands as he and the team fight their way to an LZ.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_20-12-08-51.jpg|thumb|600px|none|Iron sights of the M60E4.]]&lt;br /&gt;
[[Image:MOH2010-M60-2.jpg|thumb|600px|none|Halfway through reloading the M60E4.]]&lt;br /&gt;
[[Image:MOH2010-M60-1.jpg|thumb|600px|none|Rabbit closes the top cover after inserting the fresh ammo belt.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the M60 is only available to users of the Limited Edition of the game.&lt;br /&gt;
[[Image:Moh_m60e3.jpg|thumb|600px|none|M60E3 fired by a Tier 1 Operator in the &amp;quot;Limited Edition&amp;quot; trailer.]]&lt;br /&gt;
[[Image:MOHM60ingame.jpg|thumb|600px|none|M60 with holographic sight attachment.]]&lt;br /&gt;
[[image:MOH2010-MP-M60.jpg|600px|thumb|none|M60 Icon with icons for red dot sight, stock barrel, and open-tip ammunition.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
All sniper rifles in the multiplayer portion come equipped with that faction's reflex optic by default, with mild zoom combat sights and hi-power scopes available as class-specific unlocks.&lt;br /&gt;
&lt;br /&gt;
== M21 Sniper Weapon System==&lt;br /&gt;
The [[M21|M21 SWS]] is the standard weapon for Coalition Snipers. The modeled 20-round magazine is restricted to 10 rounds to balance it out with the NDM-86.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|550px|M21 Designated Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Moh2010 m21 menue.jpg|thumb|none|601px|The M21 SWS during weapon customization.]]&lt;br /&gt;
[[Image:MoHM21.JPG|thumb|none|601px|M21 SWS with EOTech Holographic sight.]]&lt;br /&gt;
[[Image:MoHMPGame_2010-10-06_13-39-28-58.jpg|thumb|none|601px|M21 SWS with ACOG.]]&lt;br /&gt;
[[Image:MOH2010-MP-M21-1.jpg|thumb|none|600px|Reloading the M21.]]&lt;br /&gt;
&lt;br /&gt;
== Norinco NDM-86 ==&lt;br /&gt;
The .308 Winchester variant of the [[SVD|NDM-86]] appears as &amp;quot;SVD Battle Rifle&amp;quot;. It is the standard weapon for Taliban Snipers.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|550px|Norinco NDM-86 - .308 Winchester]]&lt;br /&gt;
[[Image:Moh2010 svd icon.jpg|thumb|601px|none|NDM-86 during weapon customization. Even though the rifle shows up with a scope, the reflex sight is the default sight attachment for it.]]&lt;br /&gt;
[[Image:MoHMPGame 2010-10-06 20-26-31-70.jpg|thumb|none|601px|Norinco NDM-86 with PK-AV combat sight.]]&lt;br /&gt;
[[Image:MOH2010-NDM-0.jpg|thumb|none|600px|Norinco NDM-86 with Kobra reflex sight.]]&lt;br /&gt;
[[Image:MOH2010-MP-NDM86-1.jpg|thumb|none|600px|The player's character pulls out the magazine.]]&lt;br /&gt;
[[Image:MOH2010-MP-NDM86-2.jpg|thumb|none|600px|Then inserts a new one. Note that the magazine is straight.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
A genuine [[SVD Dragunov]] appears in the single-player campaign, with its trademark PSO-1 scope. Has a 10+1 round capacity, and grants one shot kills, although its appearance in the game is very limited.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|550px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[image:Moh_2010-10-14_14-49-24-00.jpg|thumb|none|600px|Rabbit holds a Dragunov, while another one is sitting on a crate. ''Medal of Honor'' is one of the few games where the player is allowed to swap weapons, even for a similar one.]]&lt;br /&gt;
[[image:MOH2010-SP-SVD.jpg|600px|thumb|none|Rabbit reloads the SVD.]]&lt;br /&gt;
[[image:MOH2010-SVD-1.jpg|600px|thumb|none|Rabbit chambers a round after reloading his SVD.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-49-30-22.jpg|thumb|none|600px|View through the SVD's PSO-1 optic.]]&lt;br /&gt;
&lt;br /&gt;
== Remington M24A3 Sniper Weapon System ==&lt;br /&gt;
The [[Remington Model 700#M24 Sniper Weapon System|Remington M24A3 SWS]] is available as an unlockable bolt-action sniper rifle for Coalition snipers. It can be modified with a High-Power Scope, Rangefinder, or open-tip ammunition. The in-game version is the A3 variant, noted by the 5-round detachable box magazine and the shape of the stock.&lt;br /&gt;
[[Image:M24A3.jpg|thumb|none|550px|Remington M24A3 SWS with Harris LM-S bipod, Leupold Mark 4 scope, and OPS INC 12th Model sound suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:MOH2010-M24A3.jpg|thumb|none|600px|The M24A3 Sniper Weapon System during weapon customization. Note that for some reason, the image of the rifle is mirrored.]]&lt;br /&gt;
[[Image:MOH2010-MP-M24SWS-1.jpg|thumb|none|601px|The M24A3 Sniper Weapon System with default telescope.]]&lt;br /&gt;
[[Image:MOH2010-M24A3SWS-1.jpg|thumb|none|600px|The M24A3 Sniper Weapon System with High-Power scope.]]&lt;br /&gt;
[[Image:MOH2010-MP-M24SWS-2.jpg|thumb|none|600px|Operating the bolt of the rifle.]]&lt;br /&gt;
[[Image:MOH2010-MP-M24SWS-3.jpg|thumb|none|600px|Reloading the M24A3 SWS. Note the pulled back bolt, despite four rounds still being in the rifle. The bolt is always pulled back before swapping the magazines and pushed forward to &amp;quot;finish&amp;quot; the reload. That would eject the round from the chamber in real life, but not in this game.]]&lt;br /&gt;
[[Image:MOH2010-M24A3-Scope.jpg|thumb|none|600px|View through the default scope of the M24A3.]]&lt;br /&gt;
[[Image:MOH2010-M24A3SWS-2.jpg|thumb|none|600px|View through the HP scope of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash SV-98 ==&lt;br /&gt;
The [[SV-98]] is available as an unlockable weapon for Taliban Snipers. Its 10-round magazine is pinned to hold just 5 rounds to balance it with the M24A3.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|550px|Izhmash SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[image:MOH2010-SV98-Menu.jpg|600px|thumb|none|The SV-98 during weapon customization. Note how the magazine is a little bit longer than in real life.]]&lt;br /&gt;
[[image:MOH2010-MP-SV98-3.jpg|601px|thumb|none|The stock SV-98 in the game.]]&lt;br /&gt;
[[Image:MOH2010-SV98-1.jpg|thumb|none|601px|Izhmash SV-98 with High-Power scope.]]&lt;br /&gt;
[[image:MOH2010-MP-SV98-2.jpg|601px|thumb|none|Reloading animation of the rifle. As with the M24A3, the bolt was pulled back before swapping the magazines, even though there were 3 unfired rounds in the discarded magazine.]]&lt;br /&gt;
[[image:MOH2010-MP-SV98-1.jpg|600px|thumb|none|The Taliban sniper operates the bolt of his SV-98.]]&lt;br /&gt;
[[Image:MOH2010-VeteranSV98.jpg|thumb|none|600px|Third-person model of a Veteran SV-98 with rangefinder and HP scope.]]&lt;br /&gt;
[[image:MOH2010-SV98-Scope.jpg|600px|thumb|none|View through the interestingly looking, but completely useless reticle of the SV-98 as the player's character scores +5 assist points for hurting an enemy with his ''noob tube'' in his previous spawn.]]&lt;br /&gt;
[[Image:MOH2010-SV98-2.jpg|thumb|none|600px|Reticle of the High-Power telescope. The fighter in the view has an AKM on his back, and is holding a Veteran AKM with Kobra red dot sight. It is impossible to carry two primary weapons in the MP; the Kalash on his back is part of the character model - regardless of the carried gun.]]&lt;br /&gt;
&lt;br /&gt;
== Barrett M107 ==&lt;br /&gt;
The [[Barrett M107]] is used by Deuce in both Wolfpack missions. The Barrett is fitted with an AN/PAS-13B Weapon Thermal Sight instead of a regular scope. The M107 has unlimited ammunition, but must be reloaded after every 10 shots. Although the rifle's designation is never mentioned or shown, at one point the &amp;quot;Eliminate Enemies with M82&amp;quot; objective appears, incorrectly identifying the weapon.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|600px|Barrett M107 long range sniper rifle - .50 BMG]]&lt;br /&gt;
[[Image:M82MoH.JPG|none|thumb|600px|Deuce prepares his non-suppressed M107 during the second Delta Force mission, ''Friends from Afar''.]]&lt;br /&gt;
[[image:MOH2010-M107-1.jpg|600px|thumb|none|As Deuce rides his ATV, the thermal sight and sound suppressor of the M107 is visible.]]&lt;br /&gt;
[[image:MOH2010-SP-M107-1.jpg|600px|thumb|none|The suppressed &amp;quot;Barrett&amp;quot; as the Tier 1 Operators call it on Deuce's ATV. Note that the modal has no holes in the lower part of the butt-stock, and that it is equipped with a flip-up rear sight, but the front one is absent.]]&lt;br /&gt;
[[image:MOH2010-M107-2.jpg|600px|thumb|none|Scope of the Barrett with thermal view turned off.]]&lt;br /&gt;
[[image:MOH2010-SP-M107-2.jpg|600px|thumb|none|View through the thermal sight of the M107. It is possible to toggle between the Black Hot and White Hot view modes. And unlike the SR-25 and SVD, the M107 has a moderate sway when using the scope.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Company SR-25 Enhanced Match Rifle ==&lt;br /&gt;
The [[Knight's_Armament_SR-25|KAC SR-25 Enhanced Match Rifle]] erroneously appears as &amp;quot;M110&amp;quot; in the game. Both are anachronistic because the game takes place in 2002, while the M110 SASS was produced from 2008 onward and the SR-25 EMR even later. The SR-25 with tan paint scheme is used by both Dusty and Deuce in both Wolfpack missions. &lt;br /&gt;
[[File:SR25-ER-Fixed.jpg|thumb|500px|none|Knight's Armament SR-25 Enhanced Match Rifle, a later variant of the SR-25 fitted with a URX II railed handguard as seen on the M110 SASS - 7.62x51mm]]&lt;br /&gt;
[[image:MOH2010-SR25-2.jpg|600px|thumb|none|Dusty fires his SR-25 EMR when he and Deuce are ambushed by Chechen fighters.]]&lt;br /&gt;
[[Image:MOHM110ingame.jpg|thumb|600px|none|The SR-25 EMR in the game during the ''Friends from Afar'' mission.]]&lt;br /&gt;
[[image:MOH2010-SP-SR25-2.jpg|600px|thumb|none|Deuce reloads the SR-25 EMR.]]&lt;br /&gt;
[[image:MOH2010-SR25-3.jpg|600px|thumb|none|When reloading from empty, the player's character pulls the charging handle instead of using the bolt catch release button. While pressing the bolt catch would be quicker, this method is by no means incorrect.]]&lt;br /&gt;
[[image:MOH2010-SP-SR25-1.jpg|600px|thumb|none|A sound suppressed SR-25 EMR on Dusty's back.]]&lt;br /&gt;
[[image:MOH2010-SR25-1.jpg|600px|thumb|none|View of the reticle of the scope on the SR-25 EMR. As with the Dragunov, there is absolutely no sway when using it.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
The [[Remington 870]] appears in two different forms in the game.&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
[[Image:Remington870NewTacticalModel.jpg|thumb|none|550px|Remington 870 New Police tactical Model with Magpul CTR telescoping stock - 12 gauge]]&lt;br /&gt;
The 870 featured in the Single-player portion is a customized MCS variant with a shorter barrel and shorter 5-round magazine tube (giving it 5+1 capacity), as well as an EOTech sight, a railed foregrp with rail covers and a breech-guard, and a Crane M4-type stock. Rabbit seems to be adept at using this to the point he can cycle through the ammo at a decent speed despite the weapon being pump-action.  When reloading from empty, Rabbit will keep the action open, feed the first round through the chamber, close the action and then feed the remaining rounds through the loading gate.&lt;br /&gt;
[[Image:Moh_2010-10-14_14-40-36-87.jpg|thumb|none|600px|870 MCS with EOTech and M4-style Crane stock.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-31-12-92.jpg|thumb|none|600px|Rabbit reloads the 870 MCS. This shotgun is available in the first level only. Later it is replaced with the Benelli M4.]]&lt;br /&gt;
[[Image:MOH2010-870-1.jpg|thumb|none|600px|When the 870 runs empty, Rabbit puts the first shell into the chamber through the ejection port.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_14-22-54-72.jpg|thumb|none|600px|A dropped 870MCS on the ground showing the M4-style stock.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
[[Image:Custom870wMossbergGhostRing.jpg|thumb|none|500px|Remington 870 - 12 gauge]]&lt;br /&gt;
The Multiplayer portion of the game features a full-size 870 variant, with a conventional shotgun stock, a shell holder on the left side and an 8-round capacity. Also available are various optics, and slug ammunition. Unlike its Battlefield: Bad Company counterpart (MP component of Medal of Honor 2010 uses the same engine as said series), the 870 now feature usable iron-sights/optics, as well as a faster pump animation when firing (your character keeps the weapon level when operating the action, rather than letting the weapon recoil back and slowing things down).&lt;br /&gt;
[[Image:MOH2010-M870MCS.jpg|thumb|none|601px|The 870MCS in the weapon customization menu.]]&lt;br /&gt;
[[image:MOH2010-MP-870MCS-1.jpg|601px|thumb|none|The player's character resupplies at an ammo cache while holding his stock 870MCS. Even if there are only bullets in the crate, it can be used to resupply explosives, rockets and grenades.]]&lt;br /&gt;
[[Image:Snapshot20100615143456.jpg|thumb|none|601px|870MCS with EOTech holo-sight, which is the reflex sight of choice for the Coalition.]]&lt;br /&gt;
[[image:MOH2010-MP-870MCS-2.jpg|601px|thumb|none|The player's character pumps the 870MCS.]]&lt;br /&gt;
[[image:MOH2010-MP-870MCS-3.jpg|600px|thumb|none|Reloading a Veteran 870MCS fitted with a holographic sight. The Veteran version features 3 shells in the holder as opposed to the standard 870's one.]]&lt;br /&gt;
&lt;br /&gt;
== Tula Arms TOZ-194 ==&lt;br /&gt;
The [[TOZ-194]] is an alternate unlockable weapon for the Taliban Special Ops class.  Like the 870MCS, and unlike its Bad Company counterpart, the TOZ-194 now features usable iron-sights/optics, as well as a faster pump animation when firing (your character keeps the weapon level when operating the action, rather than letting the weapon recoil back and slowing things down).&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 gauge]]&lt;br /&gt;
[[image:Moh2010 toz-194 menue.jpg|thumb|601px|none|Veteran TOZ-194 during weapon selection.]]&lt;br /&gt;
[[image:Moh2010 toz ego.jpg|thumb|601px|none|The TOZ-194 in the game with Kobra reflex sight.]]&lt;br /&gt;
[[image:MOH2010-TOZ194-4.jpg|thumb|601px|none|Reloading animation of the TOZ-194.]]&lt;br /&gt;
[[Image:Medal_of_Honor_Fallen_Angel_Multiplayer_Trailer_-HD-.mp4_snapshot_01.14_-2010.08.27_16.03.25-.jpg|thumb|601px|none|Clear view of the TOZ-194's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M1 Super 90 ==&lt;br /&gt;
A [[Benelli M1 Super 90]] with a pistol grip stock and top rail is available only in the single-player.  When reloading from empty, Adams will load the first shell directly into the chamber and then release the bolt handle. The remaining rounds are then quickly loaded via the loading port. Holds 6+1 shells, the capacity indicates it is using 3&amp;quot; Magnum rounds, normal 2 3/4&amp;quot; shells would give it a 7+1 capacity. Appears as &amp;quot;M1014&amp;quot;, the Military designation for the [[Benelli M4]]. Interestingly, the same gaffe occurs in [[Battlefield 4]]. &lt;br /&gt;
[[Image:Bena2.jpg|thumb|none|550px|Benelli M1 in similar configuration to the one seen in-game - 12 Gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|550px|Actual M1014 for comparison - 12 Gauge]]&lt;br /&gt;
[[Image:MOH2010-SP-M4TACTICAL-1.jpg|thumb|600px|none|A Benelli M1 on the ground.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-53-52-77.jpg|thumb|600px|none|Spc. Dante Adams holds the Benelli M1. Check out those Mechanix Wear gloves!]]&lt;br /&gt;
[[Image:MOH2010-SP-M4TACTICAL-2.jpg|thumb|600px|none|Spc. Adams loads the first shell into the chamber when his M1 runs empty.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_18-47-10-51.jpg|thumb|600px|none|Iron-sights of the shotgun.]]&lt;br /&gt;
[[Image:Moh_2010-10-14_21-28-29-94.jpg|thumb|600px|none|Spc. Adams holds an Benelli M1 equipped with a EOTech sight during the last mission of the game. This is the secondary weapon during the last mission; a rather odd choice for a map with lots of open areas and only a few close-quarters spots.]]&lt;br /&gt;
&lt;br /&gt;
= Emplaced Weapons =&lt;br /&gt;
== Degtyarev DShKM ==&lt;br /&gt;
The [[DShK|DShKM]] is used by the Taliban as an emplaced weapon or mounted on Technicals.&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|450px|A Russian DShKM on Tripod - 12.7x108mm]]&lt;br /&gt;
[[image:MOH2010-DShK-1.jpg|600px|thumb|none|A soldier rests on a DShKM during the intro of the first level.]]&lt;br /&gt;
[[image:MOH2010-SP-DShK-2.jpg|600px|thumb|none|The DShKM on a Technical during the Airfield level.]]&lt;br /&gt;
[[image:MOH2010-SP-DShK-1.jpg|600px|thumb|none|Rabbit fires the DShKM.]]&lt;br /&gt;
[[image:MOH2010-DShK-2.jpg|600px|thumb|none|Another DShKM, this time equipped with a gun shield.]]&lt;br /&gt;
&lt;br /&gt;
== Degtyarev DShKM (Anti-Aircraft Mount)==&lt;br /&gt;
The DShK in an anti-aircraft mount is also seen on destroyed T-55 tanks during the Bagram Airfield level.&lt;br /&gt;
[[Image:DShKM-vehicle-mount.jpg|thumb|none|450px|DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm]]&lt;br /&gt;
[[image:MOH2010-T55 Tank 1.jpg|600px|thumb|none|A Russian T-55 tank inside the Afghan Boneyard.]]&lt;br /&gt;
[[image:MOH2010-unknown1.jpg|600px|thumb|none|Destroyed anti-aircraft DShK on a T-55 tank.]]&lt;br /&gt;
[[image:MOH2010-T55 Tank 2.jpg|600px|thumb|none|A T-55 tank about to be hit with a 2,000 lb GBU-24 Paveway III bomb.]]&lt;br /&gt;
&lt;br /&gt;
== FN M240C ==&lt;br /&gt;
The [[FN MAG#M240 Machine Gun|FN M240C]] is coaxial-mounted on the Bradley IFV in multiplayer. It is not usable by the players.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|500px|FN M240C - 7.62x51mm NATO]]&lt;br /&gt;
[[image:MOH2010-M240C-1.jpg|600px|thumb|none|The Bradley during the Mazar-I-Sharif Airfield map.]]&lt;br /&gt;
[[image:MOH2010-M240C-2.jpg|600px|thumb|none|Coaxial-mounted M240C on the Bradley IFV.]]&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-17/A ==&lt;br /&gt;
The [[GE_M134_Minigun#General_Dynamics_GAU-17.2FA|General Dynamics GAU-17/A Minigun]] makes a brief appearance during the last level of the single-player campaign.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MOH3.jpg‎|thumb|none|600px|A GAU-17/A Minigun mounted on a crashed Chinook helicopter.]]&lt;br /&gt;
[[image:MOH2010-SP-M134-2.jpg|600px|thumb|none|Spc. Dante Adams engages the Taliban fighters with the GAU-17/A. After firing about 250 rounds the barrels overheat and the player must wait a few seconds, till the gun magically cools down. Other than that, it has unlimited ammo.]]&lt;br /&gt;
[[Image:MOH2010-GAU17-1.jpg‎|thumb|none|600px|The gunner of the GAU-17/A Minigun behind Cpl. Hernandez gets hit in the head.]]&lt;br /&gt;
[[Image:MOH2010-GAU17-2.jpg‎|thumb|none|600px|View of the GAU-17/A from inside the crashed Chinook.]]&lt;br /&gt;
&lt;br /&gt;
== PKM ==&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|550px|none|PKM - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
A [[PKM]] also appears on a bizarre monopod during the level ''Dorothy's a Bitch''. The game refers to it simply as &amp;quot;MMG&amp;quot;.&lt;br /&gt;
[[image:MOH2010-PKM (Mounted).jpg|600px|thumb|none|Rabbit observes a Taliban PKM on a bizarre monopod during the level ''Dorothy's a Bitch''.]]&lt;br /&gt;
[[image:MOH2010-MountedPKM.jpg|600px|thumb|none|Rabbit lays down covering fire with the PKM.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
At the Mazar-I-Sharif Airfield, a mounted PKM with infinite ammunition is available for the OpFor troops when they are defending the helicopter. &lt;br /&gt;
[[image:MOH2010-Turret1.jpg|600px|thumb|none|A tripod mounted PKM machine gun inside a helicopter wreckage. Note how the ammo can is clipping through the gun shield.]]&lt;br /&gt;
[[image:MOH2010-Turret2.jpg|600px|thumb|none|A Taliban fighter mans the PKM.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23mm]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
Several [[ZU-23-2]] anti-aircraft twin autocannons appear in various levels used by the Taliban.&lt;br /&gt;
[[image:MOH2010-AA.jpg|600px|thumb|none|A ZU-23-2 autocannon during the mission ''Dorothy's a Bitch''.]]&lt;br /&gt;
[[image:MOH2010-AA3.jpg|600px|thumb|none|Other side of the ZU-23-2.]]&lt;br /&gt;
[[image:MOH2010-AA2.jpg|600px|thumb|none|Rabbit detonates the C4 and destroys the AA gun.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The ZU-23-2 is also seen during the MP. In the Combat Mission &amp;quot;Helmand Valley&amp;quot;, two ZU-23-2s are the last objective that must be destroyed by the Coalition troops before the airstike can level the target building. In &amp;quot;Shahikot Mountains&amp;quot;, the last objective is a ZU-23-2 (referred to as AA Gun) that must be destroyed before the Chinook can escape the mountains.&lt;br /&gt;
[[image:MOH2010-AAGun-1.jpg|600px|thumb|none|Two ZU-23-2 mounted on a roof of a building.]]&lt;br /&gt;
[[image:MOH2010-AAGun-2.jpg|600px|thumb|none|The player's character observes the AA Gun during a Hardcore Combat Mission at Helmand Valley.]]&lt;br /&gt;
&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
An [[AT-14 Spriggan]] launcher be used during the Combat Mission on the Mazar-I-Sharif airfield map. It is a very effective weapon against the Coalition's Bradley IFVs, as well as the infantry. Has unlimited ammo, but is never seen being reloaded.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG‎‎|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[Image:MOH2010-Pod.jpg|thumb|none|600px|One of the Talibans uses the AT-14 Spriggan rocket launcher at the Mazar-I-Sharif airfield. While the weapon is powerful and usually grants one-shot kills, the operator is very exposed to enemy fire.]]&lt;br /&gt;
[[Image:MOH2010-Kornet.jpg|thumb|none|600px|Using the AT-14 Spriggan.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun|M242 Bushmaster Chain Gun]] is seen mounted on several M3 Bradley IFV's in MP.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|550px|M242 Bushmaster Chain Gun - 25mm]]&lt;br /&gt;
[[image:MOH2010-Bradley-1.jpg|600px|thumb|none|A Bradley IFV in the game.]]&lt;br /&gt;
[[image:MOH2010-Bradley-2.jpg|600px|thumb|none|Using the M242 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The [[Browning M2]] appears as a part of a RWS (Remote Weapon System) on the Bradley IFV in the multiplayer. Like the Bushmaster M242, this also comes with infinite ammunition.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|500px|Browning M2 Heavy Machine Gun - .50 BMG]]&lt;br /&gt;
[[image:MOH2010-RWS-1.jpg|600px|thumb|none|Browning M2 as part of the Remote Weapon System on the Bradley IFV.]]&lt;br /&gt;
[[image:MOH2010-RWS-2.jpg|600px|thumb|none|The RWS on the Bradley from the opposite angle.]]&lt;br /&gt;
[[image:MOH2010-RWS-3.jpg|600px|thumb|none|Using the Browning M2 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
== GE GAU-8/A Avenger ==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] is mounted on A-10 Thunderbolt II jets. A-10's can be seen during the Bagram Airfield level.&lt;br /&gt;
[[Image:GAU-8_Avenger_contrast.jpg|thumb|none|470px|GAU-8 Avenger - 30mm]]&lt;br /&gt;
[[image:MOH2010-GAU8.jpg|600px|thumb|none|Tier 1 Operator Rabbit watches an A-10 destroy a Taliban watch tower.]]&lt;br /&gt;
[[image:MOH2010-GAU8 (SOFLAM).jpg|600px|thumb|none|Rabbit uses the SOFLAM to hold back the AQ fighters in the end of the level ''Breaking Bagram''. The A-10 strafing run is one of the four armaments the player can use. The other three selectable weapons are: GBU-24 Paveway III bomb, AGM-144 Hellfire missile and Mark 84 general-purpose bomb.]]&lt;br /&gt;
&lt;br /&gt;
== M230 Chain Gun ==&lt;br /&gt;
During the mission &amp;quot;Gunfighters&amp;quot; the AH-64D Apache helicopters are armed with [[M230 Chain Gun]]s. The M230 Chain Gun comes with an impressive load of 9,000 rounds, while the real M230 can carry 1,200 rounds at max. Other armaments include 308 Hydra 70 rockets and several AGM-114 Hellfire rockets. The latter can only be used against specific targets.&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|500px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]]&lt;br /&gt;
[[image:MOH2010-M230-1.jpg|600px|thumb|none|Gunfigher 06 and Gunfighter 11  with M230 Chain Guns after the takeoff.]]&lt;br /&gt;
[[image:MOH2010-M230-2.jpg|600px|thumb|none|The Apaches rescue the US Army Rangers from the enemy onslaught in the last minute.]]&lt;br /&gt;
[[image:MOH2010-M230-3.jpg|600px|thumb|none|Spc. Dante Adams observes the Apaches that saved the Rangers' lives.]]&lt;br /&gt;
[[image:MOH2010-M230-4.jpg|600px|thumb|none|Gunfigher 06 and Gunfighter 11 are RTB.]]&lt;br /&gt;
[[image:MOH2010-M230-5.jpg|600px|thumb|none|Firing the M230 Chain Gun. &amp;quot;CHS&amp;quot; displays the available ammo for the M230, &amp;quot;HYD&amp;quot; shows the remaining Hydra 70 rockets. The white bar on the right shows the overheating of the Chain Gun.]]&lt;br /&gt;
[[image:MOH2010-M230-6.jpg|600px|thumb|none|Cpt. Brad &amp;quot;Hawk&amp;quot; Hawkins fires the M230 Chain Gun at an AQ mortar team while in TADS (Target Acquisition and Designation Sights).]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
[[General Dynamics GAU-12/U]] 25mm cannons can be seen mounted on AC-130 Spooky II gunships.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|500px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[image:MOH2010-AC130-AllGuns.jpg|600px|thumb|none|The AC-130 flies by the DEVGRU team in ''Dorothy's a Bitch''. The GAU-12/U Equalizer (front) is visible on the image.]]&lt;br /&gt;
[[image:MOH2010-AC130-25mm-1.jpg|600px|thumb|none|The AC-130 fires the GAU-12/U at the strobe-marked trucks. In an attempt to hide that the AC-130 model is actually relatively small and close to the player, the tracers are shown first as small, slow-moving dots, then turn into long streaks when they get &amp;quot;close.&amp;quot;]]&lt;br /&gt;
[[image:MOH2010-AC130-25mm-2.jpg|600px|thumb|none|Rabbit uses the SOFLAM to mark the spot for Reaper 31.]]&lt;br /&gt;
&lt;br /&gt;
== Bofors 40mm ==&lt;br /&gt;
[[Bofors 40mm]] L/60 cannons can be seen mounted on AC-130 Spooky II gunships.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
[[image:MOH2010-AC130-AllGuns.jpg|600px|thumb|none|The AC-130 flies by the DEVGRU team in ''Dorothy's a Bitch''. The Bofors L/60 cannon (middle) is visible on the image.]]&lt;br /&gt;
[[image:MOH2010-AC130-40mm-1.jpg|600px|thumb|none|Rabbit uses the SOFLAM to mark the spot for Reaper 31. Note the typo in the gun's name.]]&lt;br /&gt;
&lt;br /&gt;
== M102 105mm Howitzer ==&lt;br /&gt;
M102 105mm howitzers can be seen mounted on AC-130 Spooky II gunships.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|500px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[image:MOH2010-AC130-AllGuns.jpg|600px|thumb|none|The AC-130 flies by the DEVGRU team in ''Dorothy's a Bitch''. The M102 howitzer (rear) is visible on the image.]]&lt;br /&gt;
[[image:MOH2010-AC130-105mm-1.jpg|600px|thumb|none|Rabbit marks the Al-Qaeda trucks with the SOFLAM. During this part, only the 105mm Howitzer is available, later the player can choose between all three guns of the AC-130.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
== M136 AT4 ==&lt;br /&gt;
The [[M136 AT4]] is the default special weapon for the Coalition Special Ops class. Like in most video games, it is shown reloadable. Obviously, the reloading is done completely off-screen, possibly because the developers couldn't find any good video where this single-shot missile launcher is being reloaded.&lt;br /&gt;
[[Image:AT-4Launcher.jpg‎ |thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[image:MOH2010-MP-M136-2.jpg|601px|thumb|none|M136 AT4 in First Person view. It comes with a loaded and a &amp;quot;spare&amp;quot; rocket.]]&lt;br /&gt;
[[image:MOH2010-MP-M136-1.jpg|600px|thumb|none|Iron sights of the M136 AT4.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In the single player campaign the [[RPG-7]] usually appears with a PGO-7 scope.&lt;br /&gt;
[[Image:Rpg-7.jpg‎|thumb|none|500px|RPG-7 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[image:MOH2010-RPG7.jpg|600px|thumb|none|A Taliban fighter with the RPG-7.]]&lt;br /&gt;
[[image:MOH2010-SP-RPG-1.jpg|600px|thumb|none|Rabbit aims the RPG-7.]]&lt;br /&gt;
[[image:MOH2010-SP-RPG-2.jpg|600px|thumb|none|Rabbit reloads the RPG-7 during the mission ''Dorothy's a Bitch''.]]&lt;br /&gt;
[[image:MOH2010-RPG7scope.jpg|600px|thumb|none|The reticle of the PGO-7 scope. The Boresight Mark is missing.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is the special weapon of the Taliban Special Ops class. Like the AT4, it comes with two rockets.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎|thumb|none|550px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Snapshot20100615123916.jpg|thumb|601px|none|The player's character wields an RPG-7.]]&lt;br /&gt;
[[image:MOH2010-MP-RPG7-1.jpg|601px|thumb|none|Iron sights of the RPG-7.]]&lt;br /&gt;
[[image:MOH2010-MP-RPG7-2.jpg|600px|thumb|none|Reloading the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
== Cobray CM203 ==&lt;br /&gt;
The [[Cobray 37mm Launcher|CM203]], distinguishable by its squared off trigger guard and M16-style safety (both visible in the following screen capture), is mounted on Dante Adams' [[M4A1]] in during final level of the SP campaign. Can also be seen on M4A1s in the hands of NPC Rangers at the start of both ''Belly of the Beast'' and the final SP level. The game incorrectly refers to it as &amp;quot;M203&amp;quot;.&lt;br /&gt;
[[Image:Coltflare.jpg|thumb|none|400px|Late Model Cobray CM203, not attached to a rifle - 37mm flare]]&lt;br /&gt;
[[image:MOH2010-CM203-1.jpg|600px|thumb|none|As Spc. Adams switches his M4A1 to semi-auto, we get a good view of the distinguishing features of the CM203 grenade launcher.]]&lt;br /&gt;
[[image:MOH2010-SP-M203.jpg|600px|thumb|none|Reloading the CM203 during the last level of the game. Up to 25 40mm grenades can be carried for it. Also, an infinite cache of grenades can be found in the middle of a terrorist camp, yet they do not use any assault rifles with 40mm UBGLs.]]&lt;br /&gt;
[[image:MOH2010-CM203-2.jpg|600px|thumb|none|Spc. Adams flips up the ladder sight of the CM203.]]&lt;br /&gt;
&lt;br /&gt;
== M203 ==&lt;br /&gt;
In MP, the authentic [[M203 grenade launcher]] appears on the [[M16A4]] rifle. The player is limited to carrying 2 grenades.&lt;br /&gt;
[[image:M203.jpg|thumb|400px|none|M203 - 40x46mm]]&lt;br /&gt;
[[image:MOH2010-MP-M16A4-4.jpg|thumb|601px|none|An M203 grenade launcher mounted on a full-auto M16A4 rifle.]]&lt;br /&gt;
[[image:MOH2010-M203-1.jpg|thumb|600px|none|The player's character flips up the ladder sight of the M203. Note how the crosshair has changed to resemble the ladder sight to help aim.]]&lt;br /&gt;
[[image:MOH2010-M203-2.jpg|thumb|600px|none|Aiming with the M203.]]&lt;br /&gt;
[[image:MOH2010-MP-M203-1.jpg|thumb|600px|none|Reloading the M203 on a Veteran M16A4.]]&lt;br /&gt;
&lt;br /&gt;
== GP-25 ==&lt;br /&gt;
The [[GP-25]] is mounted on the [[AKM]] in the multiplayer.&lt;br /&gt;
[[Image:Gp-25 1.jpg|thumb|none|401px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[image:MOH2010-MP-GP25-1.jpg|600px|thumb|none|Reloading the GP-25 mounted on an AKM. Note that as in several other games this uses a generic M203 round model rather than the correct VOG grenade. Although, there is no animation where the player's character flicks the launcher to eject the spent casing.]]&lt;br /&gt;
&lt;br /&gt;
== FN GL-1 ==&lt;br /&gt;
The [[FN EGLM|FN GL-1 grenade launcher]] can be found on the F2000 Tactical assault rifle in the multiplayer part of the game. Like the other UBGL's, it is a non-removable attachment.&lt;br /&gt;
[[Image:FN_GL1.jpg|thumb|none|400px|GL1 grenade launcher - 40mm]]&lt;br /&gt;
[[image:MOH2010-MP-GL1-2.jpg|601px|thumb|none|The GL-1 mounted on an F2000 Tactical is nicely visible on the weapon customization menu.]]&lt;br /&gt;
[[image:MOH2010-MP-GL1-1.jpg|601px|thumb|none|Reloading the GL-1 on a suppressed F2000 Tactical during a Hardcore Combat Mission game. Note how the GL-1 has five serrations, while the real one has only three.]]&lt;br /&gt;
[[image:MOH2010-GL1-1.jpg|601px|thumb|none|The player's character pushes down the ladder sight of the GL-1.]]&lt;br /&gt;
&lt;br /&gt;
=Mortars=&lt;br /&gt;
==M29==&lt;br /&gt;
Unusable [[M29 Mortar]]s are often seen in Multiplayer on various maps. In &amp;quot;Shahikok Mountains&amp;quot; Combat Mission, one of the objectives is to destroy an M29 Mortar deeply behind enemy lines.&lt;br /&gt;
[[Image:M29m.jpg|thumb|none|300px|M29 Mortar - 81mm]]&lt;br /&gt;
[[image:MOH2010-Mortar2.jpg|600px|thumb|none|An M29 Mortar in the &amp;quot;Kunar Base&amp;quot; map.]]&lt;br /&gt;
[[image:MOH2010-M-2.jpg|600px|thumb|none|''&amp;quot;Not now, I'm working. Let me call you back in a few.&amp;quot;''&amp;lt;br&amp;gt;Another M29 seen in &amp;quot;Shahikok Mountains&amp;quot; map. ]]&lt;br /&gt;
&lt;br /&gt;
==M224==&lt;br /&gt;
While the [[M224 Mortar]] is never seen directly in the game, the &amp;quot;Mortar Strike&amp;quot; scorechain is identified as &amp;quot;M224&amp;quot; on the killfeed.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|450px|M224 Mortar - 60mm]]&lt;br /&gt;
&lt;br /&gt;
= Explosives and Grenades =&lt;br /&gt;
==M67==&lt;br /&gt;
The [[M67 hand grenade]] is the resident fragmentation grenade in both the SP and MP parts of game.&lt;br /&gt;
[[Image:M67.jpg|thumb|none|200px|M69 training grenade - an inert version of the M67 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
[[image:MOH2010-SP-M67.jpg|601px|thumb|none|Rabbit throws an M67 hand grenade at the Bagram Airfield boneyard.]]&lt;br /&gt;
[[image:MOH2010-M67-2.jpg|600px|thumb|none|An M67 grenade on the ground. The grenade danger indicator also features the icon of an M67.]]&lt;br /&gt;
[[image:MOH2010-FragBox.jpg|600px|thumb|none|While the player can receive ammo for Tier One-issued weapons from his mates in SP, frag grenades can only be replenished from boxes like this. Also, the game refers to it as &amp;quot;M67 frag grenade&amp;quot;, and not simply as &amp;quot;frag grenade&amp;quot; seen in the majority of video games.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The M67 frag grenade is used by the Special Ops and Sniper classes.&lt;br /&gt;
[[image:MOH2010-MP-M67.jpg|601px|thumb|none|An M67 on the ground. The little orange triangle next to it is the grenade danger indicator. Also note how the pin and lever are still attached to the body of the grenade.]]&lt;br /&gt;
[[image:MOH2010-M67-1.jpg|600px|thumb|none|An M67 grenade about to be thrown by the player's character.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
'''SINGLE-PLAYER:'''&lt;br /&gt;
&lt;br /&gt;
In the single-player campaign, the [[M18 smoke grenade]] is an NPC-only equipment. Voodoo of AFO Neptune uses a white smoke grenade to safely cross a yard in ''Breaking Bagram''. Another smoke grenade is used by Sgt. Patterson to mark a DShK MMG in ''Rangers Lead The Way''.&lt;br /&gt;
[[image:MOH2010-M18-1.jpg|600px|thumb|none|Tech. Sgt. Ybarra gives an M18 red smoke grenade to Sgt. Jim Patterson before storming the DShK emplacement in ''Rangers Lead The Way''.]]&lt;br /&gt;
&lt;br /&gt;
'''MULTIPLAYER:'''&lt;br /&gt;
&lt;br /&gt;
The M18 smoke grenade is the standard smoke grenade that can be used in the multiplayer part of game. Coalition and Taliban Riflemen carry these in lieu of frag grenades. Becoming a Level 15 Rifleman grants the ability to carry an additional M18 smoke grenade.&lt;br /&gt;
[[image:MOH2010-Smoke-1.jpg|600px|thumb|none|An M18 Smoke grenade on the ground. As with the M67 frag, the lever and pin are still on the body.]]&lt;br /&gt;
[[image:MOH2010-Smoke-2.jpg|600px|thumb|none|Throwing an M18 smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
== C4 ==&lt;br /&gt;
Standard special weapon for Coalition Snipers.&lt;br /&gt;
[[image:MOH2010-MP-C4.jpg|600px|thumb|none|C4 charge and detonator.]]&lt;br /&gt;
&lt;br /&gt;
== Improvised Explosive Device ==&lt;br /&gt;
The IED is the standard special weapon for Taliban Snipers. It is made of two mortars taped together with a cellphone and is detonated via a another cellphone.&lt;br /&gt;
[[image:MOH2010-MP-IED.jpg|600px|thumb|none|The IED in the game.]]&lt;br /&gt;
[[image:Snapshot20100615123509.jpg|thumb|601px|none|The player's character activates an IED with his cell phone.]]&lt;br /&gt;
[[image:Snapshot20100615123514.jpg|thumb|601px|none|Fire in the hole!]]&lt;br /&gt;
&lt;br /&gt;
{{Medal of Honor Series}} &lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Medal of Honor]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Drama]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six:_Vegas&amp;diff=1181905</id>
		<title>Rainbow Six: Vegas</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six:_Vegas&amp;diff=1181905"/>
		<updated>2018-05-01T01:45:36Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Rainbow Six: Vegas&lt;br /&gt;
|picture = vegasbox.jpg&lt;br /&gt;
|caption = Official Box Art&lt;br /&gt;
|series= Rainbow Six&lt;br /&gt;
|date= 2006&lt;br /&gt;
|developer=Ubisoft Montreal&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation Portable&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=Tactical First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Tom Clancy's Rainbow Six: Vegas''''' is a highly acclaimed first-person tactical shooter based on the ''Rainbow Six'' Universe created by [[Tom Clancy]]. It is the fifth installment in the ''Rainbow Six'' series. The game introduces numerous new features, including the regenerative health system, dynamic covers, deeper weapon customization and the ability to blindfire from covers. Players are also allowed to toggle the suppressor on their weapons anytime. The game correctly tracks the +1 round in the chamber and most weapons feature usable fire-mode selector switches.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rainbow Six: Vegas'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns act as tertiary weapons in the single-player campaign or terrorist hunts, and as secondaries in multiplayer. Unlike in most video games, pistols can only be swapped for other pistols. They can also be used in conjunction with a riot shield, or while rappelling on a rope. All pistols have unlimited ammo in all game modes.&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta 92FS]] appears in the game as the &amp;quot;92FS&amp;quot;, can be modified with suppressor, laser sight and high capacity magazines (+3 rounds) like the other pistols. Some of the Mexican guerrillas in the Mexico mission use the 92FS. It can also be found on an L.V.P.D. officer's body in one of the levels. The safety on the 92FS is always on.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:R6V-92FS-1.jpg|thumb|600px|none|Beretta 92FS in Vegas.]]&lt;br /&gt;
[[Image:R6V-92FS-2.jpg|thumb|600px|none|Attaching the sound suppressor onto the 92FS.]]&lt;br /&gt;
[[Image:R6V-92FS-3.jpg|thumb|600px|none|Reloading the suppressed Beretta.]]&lt;br /&gt;
[[Image:R6V-92FSwithSHIELD.jpg|thumb|600px|none|Using a suppressed Beretta 92FS with a shield.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 18C ==&lt;br /&gt;
The [[Glock 18C]] appears in the game and can be modified with a laser sight. For some fairness, the magazine size is limited to 10, whereas the standard Glock 17/18/34 magazine holds 17 rounds. Can fire in semi-auto and full-auto modes. Appears as &amp;quot;Glock 18&amp;quot;, however the compensator cuts can be seen clearly on the barrel.&lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:R6V-G18C.jpg|thumb|600px|none|Holding the Glock 18C.]]&lt;br /&gt;
[[Image:R6V-G18-1.jpg|thumb|600px|none|Iron sights of the Glock 18C.]]&lt;br /&gt;
[[Image:R6V-G18-2.jpg|thumb|600px|none|Reloading the Glock 18C in R6V.]]&lt;br /&gt;
[[Image:R6V-G18CwithSHIELD.jpg|thumb|600px|none|Holding a G18C and a shield. When a handgun is used in conjunction with the shield, the game displays &amp;quot;SHIELD&amp;quot; instead of the weapon's name on the HUD.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch USP40 ==&lt;br /&gt;
The [[H&amp;amp;K USP]] appears in the game as the &amp;quot;USP40&amp;quot;, can be modified with sound suppressor, laser and high capacity magazines like the other pistols.&lt;br /&gt;
[[Image:H&amp;amp;KUSP40.jpg|thumb|400px|none|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:R6V-USP40-1.jpg|thumb|600px|none|The USP40 in the player's hands.]]&lt;br /&gt;
[[Image:R6V-USP40-2.jpg|thumb|600px|none|Iron sights of the USP.]]&lt;br /&gt;
[[Image:R6V-USP40-3.jpg|thumb|600px|none|Reloading the USP40 in R6: Vegas.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[H&amp;amp;K Mk 23 Mod 0]] appears in the game as the MK.23. Can be modified like all the pistols. It is the most popular pistol on online servers. It has front cocking serrations like the Phase II Prototype of the Mark 23.&lt;br /&gt;
[[Image:Mk23.jpg‎|thumb|450px|none|Heckler &amp;amp; Koch Mk 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:SOCOM.jpg‎|thumb|450px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knights Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[Image:R6V-MK23-1.jpg|thumb|600px|none|Iron sights of the MK.23.]]&lt;br /&gt;
[[Image:R6V-MK23-2.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V-MK23-3.jpg|thumb|600px|none|The player reloading an empty MK.23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark I ==&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark I]] appears simply as &amp;quot;Desert Eagle&amp;quot; in the game. It can be modified with laser sight and high capacity magazines, but cannot accept a sound suppressor. It incorrectly holds 7 rounds (suggesting that it is the .50AE [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX]]), despite this particular model being only chambered in .357 Mag and having a 9-round capacity. The pistol's recoil is greater than all other sidearms except for the [[Taurus Raging Bull]]. The Raging Bull and Desert Eagle often get one shot kills with a less than perfect shot.&lt;br /&gt;
[[Image:DesertEagleMarkIstainless.jpg|thumb|none|450px|A matte stainless Desert Eagle MK I - .357 Magnum]]&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|450px|none|IMI Desert Eagle XIX - .50 Action Express&amp;lt;br&amp;gt;''Image shown for comparison.'']]&lt;br /&gt;
[[Image:R6V-DE-1.jpg|thumb|600px|none|Desert Eagle with hi-cap magazine. (Note &amp;quot;9&amp;quot; on the HUD.)]]&lt;br /&gt;
[[Image:R6V-DE-2.jpg|thumb|600px|none|Shooting the Desert Eagle Mark I.]]&lt;br /&gt;
[[Image:R6V-DE-3.jpg|thumb|600px|none|The player reloading the Desert Eagle Mark I. The older style safety can be clearly seen on this image.]]&lt;br /&gt;
&lt;br /&gt;
== Taurus Raging Bull ==&lt;br /&gt;
The [[Taurus Raging Bull]] revolver appears in the game, it can only be modified with laser. Some terrorists carry the Raging Bull as a secondary weapon. The one used in the game is most likely chambered for .480 Ruger due to its 6-round cylinder capacity and massive power.&lt;br /&gt;
[[Image:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|450px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[Image:R6V-BULL-1.jpg|thumb|600px|none|The Raging Bull in idle.]]&lt;br /&gt;
[[Image:R6V-BULL-2.jpg|thumb|600px|none|Iron sights of the Raging Bull. (Notice the missing sight dots.)]]&lt;br /&gt;
[[Image:R6V-BULL-3.jpg|thumb|600px|none|Reloading the Bull using a &amp;quot;speedloader&amp;quot;.]]&lt;br /&gt;
[[Image:R6V-BULL-4.jpg|thumb|600px|none|The player about to spin the cylinder after the reload.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns &amp;amp; Personal Defense Weapons =&lt;br /&gt;
&lt;br /&gt;
== Brügger &amp;amp; Thomet MP-9 ==&lt;br /&gt;
The [[Steyr TMP#Brugger &amp;amp; Thomet MP-9|Brügger &amp;amp; Thomet MP-9]] appears in the game as &amp;quot;MP9&amp;quot;, and it replaces the [[Steyr TMP]] of the previous R6 games. Can be modified with every attachment. Fires in full-auto and semi-auto, and holds 30 rounds.&lt;br /&gt;
[[Image:Mp9tmp.jpg|thumb|none|400px|Brügger &amp;amp; Thomet MP-9 - 9x19mm]]&lt;br /&gt;
[[Image:MP9.jpg|thumb|none|600px|B&amp;amp;T MP9 with reflex sight seen in third-person view, Xbox 360 version.]]&lt;br /&gt;
[[Image:R6V-MP9-1.jpg|thumb|600px|none|MP9 modified with reflex sight in Vegas.]]&lt;br /&gt;
[[Image:R6V-MP9-2.jpg|thumb|600px|none|Attaching the suppressor onto the submachine gun.]]&lt;br /&gt;
[[Image:R6V-MP9-3.jpg|thumb|600px|none|Reloading a suppressed MP9 in game.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 / P90TR ==&lt;br /&gt;
The [[FN P90]] appears in the game with and optional 3-round burst fire mode, even though the real weapon cannot fire in that mode. It can accept all attachments.&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:R6V-P90-1.jpg|thumb|600px|none|Shooting the P90 during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-P90-2.jpg|thumb|600px|none|P90 - Notice the magazine. The bullets actually disappear as the player shoots the weapon.]]&lt;br /&gt;
[[Image:R6V-P90-3.jpg|thumb|600px|none|Reloading the P90 in the game.]]&lt;br /&gt;
[[Image:R6V-P90-4.jpg|thumb|600px|none|Default sight of the P90.]]&lt;br /&gt;
The P90 turns into a [[FN P90#P90TR|P90TR]] once a reflex sight or rifle scope gets mounted on it.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|Fabrique Nationale P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:R6V-P90TR.jpg|thumb|600px|none|P90TR with Rifle scope.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5N ==&lt;br /&gt;
The [[H&amp;amp;K MP5#Heckler &amp;amp; Koch MP5A5|Heckler &amp;amp; Koch MP5N]] is the starting submachine gun in the game. Can be modified like all weapons in the game. The selector is correctly modeled as of the MP5N (safe/semi/auto), yet the gun can fire in 3-round burst mode, although the real MP5N does not have that fire mode.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler and Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[Image:MP5vegas.jpg|thumb|none|600px|MP5N's being fired in Rainbow Six: Vegas.]]&lt;br /&gt;
[[Image:R6V-MP5N-1.jpg|thumb|600px|none|MP5N in Vegas.]]&lt;br /&gt;
[[Image:R6V-MP5N-3.jpg|thumb|600px|none|Iron sights of the MP5N.]]&lt;br /&gt;
[[Image:R6V-MP5N-2.jpg|thumb|600px|none|Reloading an MP5N fitted with a suppressor and laser sight. The selector is always set between semi and automatic, no matter what fire-mode is actually selected.]]&lt;br /&gt;
[[Image:R6V-MP5N-4.jpg|thumb|600px|none|HK-slap...]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] with a 40-round magazine is in the game, and can be modified with everything. The suppressed MP7A1 is the secondary weapon of Jung when he isn't using a G36C and of Walter when he isn't using a Mk.48 machine gun.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with factory magazine and iron sights - 4.6x30mm]]&lt;br /&gt;
[[Image:MP7A1Vegas.jpg|thumb|none|600px|H&amp;amp;K MP7A1 in action, teammate Jung with H&amp;amp;K G36C and teammate Walter with Mk. 48.]]&lt;br /&gt;
[[Image:R6V-MP7A1-1.jpg|thumb|600px|none|H&amp;amp;K MP7A1 during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-MP7A1-3.jpg|thumb|600px|none|MP7A1 with reflex scope.]]&lt;br /&gt;
[[Image:R6V-MP7A1-2.jpg|thumb|600px|none|Reloading animation of the MP7A1.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch UMP45 ==&lt;br /&gt;
The [[H&amp;amp;K UMP|H&amp;amp;K UMP45]] appears in the game as one of the most powerful submachine guns. It is always fitted with a vertical fore-grip and can be modified like the other SMG's. Its &amp;quot;2-round burst&amp;quot; trigger group enables semi-auto, 2-round burst and fully automatic fire. The weapon has a high overall rating, the only drawback is the 25-round magazine.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|H&amp;amp;K UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:R6V-UMP-2.jpg|thumb|600px|none|Iron sights of the UMP45.]]&lt;br /&gt;
[[Image:R6V-UMP-1.jpg|thumb|600px|none|Reloading the UMP45. The safety is always on.]]&lt;br /&gt;
[[Image:R6V-UMP-3.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-11 ==&lt;br /&gt;
The [[MAC-10#MAC-11|Ingram MAC-11]] appears in the game with 32-round magazines and like the other weapons, it can be modified. Fires only in fully automatic. It is incorrectly shown firing from a closed bolt instead of open-bolt.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|400px|Ingram MAC-11 - .380 ACP]]&lt;br /&gt;
[[Image:R6V-MAC11-1.jpg|thumb|600px|none|The MAC-11 in Rainbow Six Vegas.]]&lt;br /&gt;
[[Image:R6V-MAC11-2.jpg|thumb|600px|none|Misaligned sights of the MAC-11.]]&lt;br /&gt;
[[Image:R6V-MAC11-3.jpg|thumb|600px|none|Reloading a suppressed MAC-11.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Battle Rifles =&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
The [[AK-47]] is used by guerillas in the Mexican levels, it can be modified with a laser sight, ACOG, reflex scope, suppressor, and rifle scope. Interestingly, it is modeled with the less curved 5.45mm magazine of the [[AK-74]] despite being a 7.62x39mm weapon.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|500px|Type I AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:AKOG.jpg|thumb|none|600px|AK-47 fitted with ACOG sight, Xbox 360 version]]&lt;br /&gt;
[[Image:R6V-AK-2.jpg|thumb|600px|none|AK-47 in Vegas.]]&lt;br /&gt;
[[Image:R6V-AK-1.jpg|thumb|600px|none|Reloading the AK-47. Note empty magazine being inserted.]]&lt;br /&gt;
[[Image:R6V-AK-3.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V-AK-4.jpg|thumb|600px|none|A Rainbow Operative holding a suppressed AK-47 during a terrorist hunt. Notice the modeling mistake of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H CQC ==&lt;br /&gt;
The First Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears in the game as &amp;quot;SCAR-H CQC&amp;quot; and is fitted with a non-removable vertical fore-grip. Can be modified with everything. In-game it holds an incorrect 30 rounds, the actual magazine capacity is 20 rounds. It is the preferred weapon of Gabriel Nowak during the Mexico mission.&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|500px|First Generation Fabrique Nationale SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SCAR.jpg|thumb|none|600px|FN SCAR-H in action.]]&lt;br /&gt;
[[Image:R6V-SCAR-1.jpg|thumb|600px|none|SCAR-H with ACOG.]]&lt;br /&gt;
[[Image:R6V-SCAR-2.jpg|thumb|600px|none|Attaching the suppressor onto the SCAR-H.]]&lt;br /&gt;
[[Image:R6V-SCAR-3.jpg|thumb|600px|none|Reloading the same weapon.]]&lt;br /&gt;
[[Image:R6V-SCAR-4.jpg|thumb|600px|none|The player about to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
== GIAT FAMAS F1 ==&lt;br /&gt;
The [[FAMAS|FAMAS F1]] appears in the game simply as &amp;quot;FAMAS&amp;quot;. Very powerful and accurate weapon, but has only a 25-round magazine.&lt;br /&gt;
[[Image:Famas.jpg|thumb|none|500px|GIAT FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FAMASacog.jpg|thumb|none|600px|FAMAS in the Xbox 360 version fitted with an ACOG.]]&lt;br /&gt;
[[Image:R6V-FAMAS-2.jpg|thumb|600px|none|FAMAS F1 with ACOG during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-FAMAS-1.jpg|thumb|600px|none|Third person view of the FAMAS.]]&lt;br /&gt;
[[Image:R6V-FAMAS-3.jpg|thumb|600px|none|Reloading the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|H&amp;amp;K G36C]] is in the game, it can be modified with everything. It is the primary weapon of Jung.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V-G36C-2.jpg|thumb|600px|none|Shooting the G36C.]]&lt;br /&gt;
[[Image:R6V-G36C-1.jpg|thumb|600px|none|Iron sights of the G36C.]]&lt;br /&gt;
[[Image:R6V-G36C-3.jpg|thumb|600px|none|G36C in third person.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G3KA4 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#H&amp;amp;K G3KA4|H&amp;amp;K G3KA4]] is in the game, it can be modified with everything. In-game it holds an incorrect 30 rounds in a 20-round magazine.&lt;br /&gt;
[[Image:G3KA4.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3KA4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:G3KA4vegas.jpg|thumb|none|600px|H&amp;amp;K G3KA4 fitted with ACOG.]]&lt;br /&gt;
[[Image:R6V-G3-1.jpg|thumb|600px|none|The G3KA4 in Vegas. (Notice the HUD indicating 30+1 bullets in the weapon, which is not realistic, because the G3KA4 in this game is loaded with a 20-round magazine.)]]&lt;br /&gt;
[[Image:R6V-G3-4.jpg|thumb|600px|none|The G3KA4 with reflex scope.]]&lt;br /&gt;
[[Image:R6V-G3-2.jpg|thumb|600px|none|Attaching the sound suppressor onto the G3KA4.]]&lt;br /&gt;
[[Image:R6V-G3-3.jpg|thumb|600px|none|HK-slap...]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch XM8 ==&lt;br /&gt;
The Malaysian version of the [[Heckler &amp;amp; Koch XM8]] appears in the game as the &amp;quot;M8&amp;quot;, assuming that in the Rainbow Six universe the U.S. Military has adopted the rifle and thus dropped the &amp;quot;X&amp;quot; prefix. It can be modified with everything. Very popular weapon on multiplayer servers.&lt;br /&gt;
[[Image:XM8.JPG|thumb|none|500px|Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8-Malaysia.jpg|thumb|none|500px|Heckler &amp;amp; Koch XM8 (Malaysian version) - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8vegas.jpg|thumb|none|600px|An XM8 with ACOG in an MP match, teammate with an MG36.]]&lt;br /&gt;
[[Image:R6V-M8-1.jpg|thumb|600px|none|Player holding an XM8 modded with a laser sight.]]&lt;br /&gt;
[[Image:R6V-M8-2.jpg|thumb|600px|none|Reloading the same weapon.]]&lt;br /&gt;
[[Image:R6V-M8-3.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Tavor TAR-21 ==&lt;br /&gt;
The [[Tavor TAR-21]] is in the game as the &amp;quot;MTAR21&amp;quot; even though the MTAR-21 is actually the micro version (see the cut weapons section below for why it was named as such). It can be modified with everything, however choosing no attachments will still put an ITL MARS sight onto it, because iron sights are not available. It is very popular on online servers due to their high rate of fire. Players who have taken a liking to the Tavor have often been called &amp;quot;MTARDs&amp;quot;.&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm ]]&lt;br /&gt;
[[Image:R6V-TAR-3.jpg|thumb|600px|none|TAR-21 with ACOG.]]&lt;br /&gt;
[[Image:R6V-TAR-1.jpg|thumb|600px|none|TAR-21 with ITL MARS red dot sight. Iron sights are not available for this weapon.]]&lt;br /&gt;
[[Image:R6V-TAR-2.jpg|thumb|600px|none|Reloading the TAR-21 in Vegas.]]&lt;br /&gt;
&lt;br /&gt;
== SIG SG 552 ==&lt;br /&gt;
The [[SIG SG 550#SIG SG 552|SIG SG 552]] appears in the game as the &amp;quot;552 Commando&amp;quot; and can be modified with a reflex scope, ACOG, laser sight or rifle scope. It features a full-length rail on the top for mounting optics. It is modeled with 20-round magazines, but holds 30 rounds.&lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|500px|none|SIG SG 552 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:Sig552vegas.jpg|thumb|none|600px|The &amp;quot;552 Commando&amp;quot; with ACOG in Rainbow Six: Vegas.]]&lt;br /&gt;
[[Image:R6V-552-1.jpg|thumb|600px|none|SG 552 with reflex sight in Mexico.]]&lt;br /&gt;
[[Image:R6V-552-2.jpg|thumb|600px|none|Third person view of the SG 552.]]&lt;br /&gt;
[[Image:R6V-552-3.jpg|thumb|600px|none|Reloading animation of the SG 552.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr AUG A3-CQC ==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is in the game as the &amp;quot;AUG A3&amp;quot; and can be modified with everything. It is portrayed with a selector (with semi and auto fire modes), while the real AUGs have no selectors, but two-stage triggers instead.&lt;br /&gt;
[[Image:6.Steyr AUG A3.jpg|thumb|none|500px|Steyr AUG A3-CQC with Surefire M900 weaponlight fore-grip and EOTech holographic sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V-AUG-3.jpg|thumb|600px|none|The AUG A3 fitted with sound suppressor and ACOG.]]&lt;br /&gt;
[[Image:R6V-AUG-1.jpg|thumb|600px|none|Iron sights of the AUG A3.]]&lt;br /&gt;
[[Image:R6V-AUG-2.jpg|thumb|600px|none|The player reloading the AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. It can be modified with laser sights, rifle scope and reflex sight. It is portrayed as a pump-action shotgun, although the real-life one is select fire pump-action/semi-auto.&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|thumb|none|500px|Benelli M3 Super 90 - 12 Gauge]]&lt;br /&gt;
[[Image:R6V-M3-1.jpg|thumb|600px|none|M3 Super 90 in Vegas.]]&lt;br /&gt;
[[Image:R6V-M3-2.jpg|thumb|600px|none|The player pumping the shotgun.]]&lt;br /&gt;
[[Image:R6V-M3-3.jpg|thumb|600px|none|The player about to insert some shells into the M3 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
== C-More Systems M26 MASS ==&lt;br /&gt;
The [[XM-26 LSS|M26 MASS (Modular Accessory Shotgun System)]] appears in the game as &amp;quot;XM-26 LSS&amp;quot; (LSS standing for Lightweight Shotgun System) and is only used in a stand-alone configuration. In reality, the M26 is more often used as a under-barrel mount system for M16/M4-type weapons. The actual weapon is a manually-operated straight-pull bolt-action shotgun and does not have a semi-auto or automatic capability as depicted in the game. It can be modified with a laser sight, a rifle scope, or a reflex sight.&lt;br /&gt;
[[File:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS with M4-style telescoping stock and pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:LSS.jpg|thumb|none|600px|The M26 MASS in the game. If features flip-up iron sights.]]&lt;br /&gt;
[[Image:R6V-MASS-1.jpg|thumb|600px|none|Iron sights of the M26 MASS.]]&lt;br /&gt;
[[Image:R6V-MASS-2.jpg|thumb|600px|none|Reloading the M26 MASS in the game.]]&lt;br /&gt;
[[Image:R6V-MASS-3.jpg|thumb|600px|none|Player pulling the charging handle of the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[SPAS 12|Franchi SPAS-12]] appears in the game, it can be modified with laser sights, rifle scope and reflex sights. Just like the M3 Super 90, it is restricted to pump-action mode.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Spas.jpg|thumb|none|600px|SPAS-12, Xbox 360 version.]]&lt;br /&gt;
[[Image:R6V-SPAS-1.jpg|thumb|600px|none|Iron sights of the SPAS-12.]]&lt;br /&gt;
[[Image:R6V-SPAS-2.jpg|thumb|600px|none|The player pumping the SPAS-12 right after the explosion of a flashbang.]]&lt;br /&gt;
[[Image:R6V-SPAS-3.jpg|thumb|600px|none|Reloading the same shotgun.]]&lt;br /&gt;
[[Image:R6V-SPAS-4.jpg|thumb|600px|none|Blindfiring at a terrorist with the SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870MCS (Modular Combat Shotgun) ==&lt;br /&gt;
The [[Remington 870]] appears in the game as the &amp;quot;870MCS&amp;quot;, it can be modified with laser sights, rifle scope and reflex sights.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|500px|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:R6V-870-1.jpg|thumb|600px|none|Player holding the Remington 870MCS.]]&lt;br /&gt;
[[Image:R6V-870-2.jpg|thumb|600px|none|Reloading animation of the 870MCS.]]&lt;br /&gt;
[[Image:R6V-870-3.jpg|thumb|600px|none|Player pumping the shotgun fitted with laser sight.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] appears in the game as the only semi-automatic sniper rifle. Has a 5+1 round capacity. Like the other sniper rifles, it can be modified with a 12x Scope. Appears as &amp;quot;PSG1&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-PSG-1.jpg|thumb|600px|none|The PSG-1 in Vegas.]]&lt;br /&gt;
[[Image:R6V-PSG-2.jpg|thumb|600px|none|Reloading the PSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash SV-98 ==&lt;br /&gt;
The [[Izhmash SV-98]] appears in the game, like the other sniper rifles, it can be modified with a 12x Scope.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|500px|Izhmash SV-98 - 7.62x54mm]]&lt;br /&gt;
[[Image:R6V-SV-1.jpg|thumb|600px|none|The SV-98 in player's hands.]]&lt;br /&gt;
[[Image:R6V-SV-2.jpg|thumb|600px|none|Pulling the bolt of the SV-98.]]&lt;br /&gt;
&lt;br /&gt;
== Remington/USMC M40A1 ==&lt;br /&gt;
The [[M40 sniper rifle|M40A1 sniper rifle]] appears in the game, like the other sniper rifles, it can be modified with bigger scopes. The rifle is portrayed having a box magazine, while the real M40A1 has a 5-round internal magazine.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg‎|thumb|none|500px|Remington M40A1 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-M40-1.jpg|thumb|600px|none|The M40A1 appears with woodland camo finish.]]&lt;br /&gt;
[[Image:R6V-M40-2.jpg|thumb|600px|none|Pulling the bolt of the M40A1.]]&lt;br /&gt;
[[Image:R6V-M40-3.jpg|thumb|600px|none|Reloading animation of the M40A1.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr Scout Tactical ==&lt;br /&gt;
The [[Steyr Scout]] appears in the game, like the other sniper rifles, it can be modified with a 12x Scope.&lt;br /&gt;
[[Image:Scout.jpg|thumb|none|500px|Steyr Scout Tactical - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-SCOUT-1.jpg|thumb|600px|none|The Scout Tactical during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-SCOUT-2.jpg|thumb|600px|none|Pulling the bolt of the Scout.]]&lt;br /&gt;
[[Image:R6V-SCOUT-3.jpg|thumb|600px|none|Reloading the same weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== FN M249 SPW ==&lt;br /&gt;
The [[FN Minimi#FN Minimi SPW|M249 SPW]] appears in the game as &amp;quot;M249 SPW&amp;quot;, and can be modified with Reflex sight, laser sight, rifle scope and better butt-stock. Sometimes appears in form of a mounted turret. It is the primary weapon of Kan.&lt;br /&gt;
[[Image:FNminimiSPW.jpg|thumb|none|500px|FN Minimi SPW with 100-round cloth ammo bag and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V-SPW-1.jpg|thumb|600px|none|The M249 SPW in Vegas.]]&lt;br /&gt;
[[Image:R6V-SPW-3.jpg|thumb|600px|none|Iron sights of the SPW.]]&lt;br /&gt;
[[Image:R6V-SPW-2.jpg|thumb|600px|none|Reloading the M249 SPW.]]&lt;br /&gt;
&lt;br /&gt;
== FN MK 46 Mod 0 ==&lt;br /&gt;
The [[FN Minimi|FN MK 46 Mod 0]] is in the game, it can be modified with reflex sight, laser sight, rifle scope and better stock.&lt;br /&gt;
[[Image:Mk46.jpg‎|thumb|none|500px|Mk 46 Mod 0 machine gun - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V-MK46-1.jpg|thumb|600px|none|The MK46 in Vegas.]]&lt;br /&gt;
[[Image:R6V-MK46-2.jpg|thumb|600px|none|The bullets on the belt actually disappear as the gun becomes empty.]]&lt;br /&gt;
[[Image:R6V-MK46-3.jpg|thumb|600px|none|Reloading the MK46.]]&lt;br /&gt;
[[Image:R6V-MK46-4.jpg|thumb|600px|none|The player pulling the charging handle of the LMG.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21E ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears in the game as &amp;quot;21E&amp;quot;. Can be modified with Reflex sight, laser sight, rifle scope and better buttstock.&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-21E-1.jpg|thumb|600px|none|The HK21E in the game.]]&lt;br /&gt;
[[Image:R6V-21E-2.jpg|thumb|600px|none|Iron sights of the same LMG.]]&lt;br /&gt;
[[Image:R6V-21E-3.jpg|thumb|600px|none|HK21E in third person view. The gun in the game is limited to fully automatic fire, even though the semi-auto and 3-round burst options can be seen on the selector.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MG36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG36]] is frequently used by enemies in the game, it can be modified with Reflex sight, laser sight, rifle scope and better buttstock.  Unlike its counterpart in the Ghost Recon series, the MG36 in the Vegas spin-offs lack the select-fire capability (semi, 2-burst, auto) of an actual MG36.&lt;br /&gt;
[[Image:MG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG36 - 5.56mm with Beta-C drum magazine]]&lt;br /&gt;
[[Image:R6V-MG36-1.jpg|thumb|600px|none|The MG36 in the game.]]&lt;br /&gt;
[[Image:R6V-MG36-2.jpg|thumb|600px|none|The default sight of the MG36.]]&lt;br /&gt;
[[Image:R6V-MG36-3.jpg|thumb|600px|none|The player reloading the MG36.]]&lt;br /&gt;
[[Image:R6V-MG36-4.jpg|thumb|600px|none|MG36 - Third person view.]]&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] appears in the game as the &amp;quot;incendiary grenade&amp;quot;, and can set enemies on fire with an orange &amp;quot;mist&amp;quot;, but disrupts thermal vision.&lt;br /&gt;
[[Image:AN-M14_Incendiary_Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[Image:R6V-ANM14.jpg|thumb|600px|none|The AN/M14 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Breaching Charge==&lt;br /&gt;
Breaching charges are used to quickly open closed doors. The explosion can kill the enemies behind the door at extremely close range.&lt;br /&gt;
[[Image:R6V-DoorBreacher-1.jpg|thumb|600px|none|The Breaching charge in the game.]]&lt;br /&gt;
[[Image:R6V-DoorBreacher-2.jpg|thumb|600px|none|Detonating a breaching charge.]]&lt;br /&gt;
&lt;br /&gt;
==C4 Charge==&lt;br /&gt;
The C4 charge can be used to set up ambushed and kill enemies from a safe distance. It can also be used as an improvised breaching charge, with a larger kill radius but without disorientating any other occupants of the room.&lt;br /&gt;
[[Image:R6V-C4-1.jpg|thumb|600px|none|A C4 charge in the game.]]&lt;br /&gt;
[[Image:R6V-C4-2.jpg|thumb|600px|none|Using the remote to detonate the C4.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] appears in the game and can be used to conceal the movements of the player and the team, the team being able to use thermal imaging to see through the smoke. Some enemies will also use these as well on occasion.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:R6V-M18.jpg|thumb|600px|none|The M18 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears in the game as the standard fragmentation grenade. The player must take care using it, as it can easily cause fratricide if misused.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:R6V-M67.jpg|thumb|600px|none|The M67 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game being used by members of the Rainbow team during &amp;quot;flash and clear&amp;quot; dynamic room entries, being tossed into a room to disorient enemies so they can be eliminated. Enemies will occasionally use them as well.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[Image:R6V-M84.jpg|thumb|600px|none|The M84 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
=Other / Unusable Weapons=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A nickel plated [[M1911A1]] can be seen on the weapon customization menu.&lt;br /&gt;
[[Image:NickelM1911A1.jpg|thumb|400px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:R6V-M1911.jpg|thumb|600px|none|The M1911A1 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor MTAR-21 Prototype==&lt;br /&gt;
The TAR-21 shows up as the [[Tavor TAR-21 rifle series#IMI Micro Tavor MTAR-21|MTAR-21 Prototype]] during the weapon selection quick-menu. Since the TAR-21 appears as &amp;quot;MTAR21&amp;quot;, this weapons was probably planned but changed to the full variant before release.&lt;br /&gt;
[[Image:MicroTavora.jpg|thumb|400px|none|IMI Tavor MTAR-21 Prototype with ITL MARS red dot sight and 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V-MTAR21.jpg|thumb|600px|none|MTAR-21 Prototype above the G3KA4.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPG&amp;quot;==&lt;br /&gt;
In some scripted events, the terrorists fire rockets at the player. It is unknown what weapon model being is used, because only the rocket coming towards the player can be seen. One of the team members says that it is an RPG.&lt;br /&gt;
&lt;br /&gt;
==Cut Weapons==&lt;br /&gt;
The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version.&lt;br /&gt;
[[Image:R6V-CutWeapons.jpg|thumb|600px|none|From left to right: [[SIG-Sauer P226]], [[ Heckler &amp;amp; Koch UCP]], [[IMI Uzi]], [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]], [[USAS-12|Daewoo USAS-12]], [[Izhmash Saiga series shotgun#Saiga 12|Izhmash Saiga 12K]], [[Mossberg 500 Cruiser]], [[PKM]], [[Ultimax 100|ST Kinetics Ultimax 100]], [[M60E3]], [[SIG SG 550#SIG SG 550 SR|SIG SG 550 Sniper]] and [[Accuracy International AS50]].]]&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six:_Vegas_2&amp;diff=1181566</id>
		<title>Rainbow Six: Vegas 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six:_Vegas_2&amp;diff=1181566"/>
		<updated>2018-04-29T14:35:28Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* Heckler &amp;amp; Koch Mark 23 Mod 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Rainbow Six: Vegas 2&lt;br /&gt;
|picture = Tcrbsv2-360-cover.jpg&lt;br /&gt;
|caption = Official Box Art&lt;br /&gt;
|series= Rainbow Six&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Ubisoft Montreal&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=Tactical First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Tom Clancy's Rainbow Six: Vegas 2''''' is a first-person tactical shooter, the 2008 sequel of ''[[Rainbow Six: Vegas]]''. All the weapons and features from ''Vegas 1'' return, along with various new ones: The player is now allowed to sprint for a short distance, customize his character much more deeply, and can use new weapons and attachments. The game correctly tracks the +1 round in the chamber for closed-bolt weapons, and most weapons feature usable fire-mode selector switches with correct firing modes. New to the game is the &amp;quot;Persistent Elite Creation&amp;quot; system, wherein players can modify their character how they see fit, with new levels available in both the typical experience/rank system (unlocking new options for armor and clothing for the player character) and the &amp;quot;ACES&amp;quot; system (unlocking new weapons). ACES points are split between Marksman (kills made at long ranges, with headshots, while on a rope or against enemies on a rope themselves, which unlock sniper rifles and pistols or assault rifles that emphasize long-range accuracy), Assault (kills with explosives, by shooting an enemy through cover, or on enemies utilizing ballistic shields or a mounted machine gun, which unlock machine guns and more powerful pistols or assault rifles), and CQB (kills at short ranges, from behind, on enemies whose vision is impaired, or while blind-firing, which unlock shotguns, submachine guns and machine pistols).&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rainbow Six: Vegas 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns act as tertiary weapons in the single-player campaign or terrorist hunt, and as secondaries in competitive multiplayer. Handguns can be used in conjunction with a riot shield (which is the last unlock for CQB points), or while rappelling on a rope. Pistols can be modified with high-capacity magazines or laser sights on top of a detachable suppressor. All pistols have unlimited reserve ammunition in all game modes.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in the game as the &amp;quot;92FS&amp;quot;, and can be fully modified. It is the fourth weapon unlocked with Marksman points from the ACES system. It can be seen as the sidearm used by the LVPD SWAT officers and terrorists in the game. Interestingly, the in-game 92FS has a skeleton hammer as opposed to the standard ring hammer. Also note that in all of the screencaps below, the safety switch is on.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RSV2m92fs.jpg|thumb|600px|none|Bishop with a Beretta 92FS.]]&lt;br /&gt;
[[Image:RSV2m92fsironsights.jpg|thumb|600px|none|The 92FS's iron sights in the game.]]&lt;br /&gt;
[[Image:RSV2m92fsreload.jpg|thumb|600px|none|Bishop empty-reloads the 92FS in the game.]]&lt;br /&gt;
[[Image:RSV2m92fssuppresed.jpg|thumb|600px|none|The 92FS equipped with a laser sight and sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] appears in the game as &amp;quot;G18&amp;quot; and can be modified with a laser sight and high capacity magazines, but no suppressor (as the compensator cuts in the barrel would make such an addition quite useless), as the fourth weapon unlocked through CQB points. It is used as a sidearm by some terrorists, and is Gabriel Nowak's sidearm of choice. It features a full-auto fire mode unique among the pistols of the game. Its standard magazine is a 10-round low-capacity civilian magazine.  Using the extended magazine attachment swaps those mags out for standard capacity 17-round mags. The real world model used for the gun in the game is a KWA airsoft G18C, which is attested to by the built in compensator on the top (only seen in the airsoft gun) and the lack of engravings. An interesting note about this gun is that when it is fired the breach is never opened, rather the integrated compensator open up and releases the spent casings (this is of course not the case with the real weapon). The situation gets stranger given the fact that a much more accurately modeled G18C was used in a previous Ubisoft game, ''[[Ghost Recon Advanced Warfighter 2]]'', which even had an appropriately-shaped muzzle flash for its compensator port. &lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:RSV2glock.jpg|thumb|600px|none|Bishop prepares to rope down from the roof while holding his Glock 18C.]]&lt;br /&gt;
[[Image:RSV2glockfireing.jpg|thumb|600px|none|But changes his mind in the last second and engages some &amp;quot;freshly spawned&amp;quot; terrorists on the adjacent roof.]]&lt;br /&gt;
[[Image:RSV2glockironsights.jpg|thumb|600px|none|Bishop uses the Glock's iron sights, as a terrorist gets shot to bloody pieces.]]&lt;br /&gt;
[[Image:RSV2glockreload.jpg|thumb|600px|none|A couple of minutes and a lots of dead bad guys later Bishop reloads his trusty Glock 18C. Its selector always stays on semi-auto. Unlike ''[[Ghost Recon Advanced Warfighter]]'', ''Vegas'' and ''Vegas 2'' do not feature animations for switching fire-modes.]]&lt;br /&gt;
[[Image:R6V2-G18-1.jpg|thumb|600px|none|Bishop blindfires the G18C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Mod 0==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mk 23 Mod 0]] appears in the game as the &amp;quot;MK.23&amp;quot; and can be modified like all the pistols. It is the most popular pistol on online servers, owing to it being the most powerful of the three starting handguns. In game it is the standard sidearm used by the Rainbow team. Riot shield terrorists are seen exclusively carrying this pistol. The Mark 23 is one of the pistols that is used in every ''Rainbow Six'' video game; in the novels, it became Rainbow's sidearm during the events of ''Dead or Alive.''&lt;br /&gt;
[[Image:Mk23.jpg‎|thumb|400px|none|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:Mk231.jpg‎|thumb|600px|none|Bishop with a Mark 23 during a terrorist hunt.]]&lt;br /&gt;
[[Image:Mk23 sights.jpg‎|thumb|600px|none|The Mark 23's iron sights.]]&lt;br /&gt;
[[Image:Mk23reload.jpg|thumb|600px|none|Bishop reloads his Mark 23. The gun actually is the Phase II Prototype version, which had front cocking serrations on the slide, which were removed from the final version of the pistol.]]&lt;br /&gt;
[[Image:Mk23 3rd.jpg|thumb|600px|none|Third-person view of the Mark 23.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP40==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] appears in the game as the .40 caliber variant &amp;quot;USP40&amp;quot;, returning from previous ''Rainbow Six'' games as one of the starting handguns, and can be fully modified. It is used by some of the Rainbow operatives.&lt;br /&gt;
[[Image:H&amp;amp;KUSP40.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RSV2usp45.jpg|thumb|600px|none|The USP40 equipped with a laser sight during the tutorial level of the game.]]&lt;br /&gt;
[[Image:RSV2usp45ironsights.jpg|thumb|600px|none|The USP40's iron sights in the game.]]&lt;br /&gt;
[[Image:RSV2usp45laser.jpg|thumb|600px|none|The team prepares to breach a door during the first level. Logan and Gabe are armed with suppressed MP5N's, while Bishop holds a USP with laser sight. As in the previous game, the teammates cannot attach or remove suppressors, instead they carry a suppressed and a non-suppressed long gun.]]&lt;br /&gt;
[[Image:RSV2usp45reload.jpg|thumb|600px|none|Bishop reloads his suppressed USP40 in the game.]]&lt;br /&gt;
[[Image:R6V2-USP40-1.jpg|thumb|600px|none|Bishop aims his suppressed USP40 at the head of a terrorist while hanging from a rope upside down.]]&lt;br /&gt;
[[Image:R6V2-USP40-2.jpg|thumb|600px|none|Bishop holds a USP with the slide locked back. There is no auto-reload in the game, but unlike in the first ''Vegas'', pressing the &amp;quot;fire&amp;quot; key when a gun runs out of ammo will always initiate a reload.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark I ==&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark I]] appears simply as &amp;quot;Desert Eagle&amp;quot; in the game, and is the second weapon unlocked via Assault points. It can be modified with a laser sight and high-capacity magazines, but cannot accept a sound suppressor. It incorrectly holds 7 rounds (suggesting that it is the .50AE [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX]]), despite this particular model being only chambered in .357 Mag and having a 9-round capacity (the high-capacity mags attachment fixes this). It is the side arm of some terrorists in game (Miguel Cabrero carries two, as he drops one, and then tries to pull another out - bad idea when at gunpoint).&lt;br /&gt;
[[Image:DesertEagleMarkIstainless.jpg|thumb|none|450px|A matte stainless Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:RSV2deserteagle.jpg|thumb|600px|none|Bishop holds a Desert Eagle Mark I.]]&lt;br /&gt;
[[Image:RSV2deserteagleironsights.jpg|thumb|600px|none|The Desert Eagle's iron sights in the game.]]&lt;br /&gt;
[[Image:RSV2deserteaglereload.jpg|thumb|600px|none|Reloading a Desert Eagle with a laser sight.]]&lt;br /&gt;
[[Image:R6V2-DE-1.jpg|thumb|600px|none|A Desert Eagle with an (as always for video games, completely invisible) hi-cap mag, giving it a 9+1 round capacity. Note the uncocked hammer, which would render the pistol unable to fire in real life. For some reason, ''all'' handguns in the game are shown as DAO in the third-person view.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] revolver appears in the game as the fifth weapon unlocked with Assault points, it can only be modified with a laser. Despite being a sidearm, it is used as a main weapon by some of the terrorists in game. The one used in the game is most likely chambered for .480 Ruger due to its 6-round cylinder capacity and massive power. &lt;br /&gt;
[[Image:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|450px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[Image:R6V2-RB-2.jpg|thumb|600px|none|Bishop with a Raging Bull during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V2-RB-1.jpg|thumb|600px|none|Iron sights of the Raging Bull, unfortunately missing sight dots, which would make it difficult to discern just when they are properly aligned.]]&lt;br /&gt;
[[Image:R6V2-RB-3.jpg|thumb|600px|none|Reloading the Raging Bull. Despite being a revolver, there are two different reload animations for this weapon. If it is reloaded while there are still unfired rounds in the cylinder, the player character will properly push the cylinder closed with the off-hand after using a speedloader. However, if the cylinder is emptied, the player character will take a moment to spin the cylinder before flicking it shut with the firing hand after reloading.]]&lt;br /&gt;
[[Image:R6V2-Bull-1.jpg|thumb|600px|none|Bishop uses a Raging Bull in conjunction with a riot shield. Shields give the player high protection against enemy bullets, but limit the view and remove the ability to sprint or take cover against walls until it is put away or dropped. Reloading a gun while using a shield is always done off-screen.]]&lt;br /&gt;
[[Image:R6V2-Bull-2.jpg|thumb|600px|none|Bishop takes cover while holding a Raging Bull fitted with a laser sight.]]&lt;br /&gt;
[[Image:R6V2-Bull-3.jpg|thumb|600px|none|As his last resort, Bishop switches to his Raging Bull and blindfires it, trying to take out as many goons as possible, before meeting his Maker...]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99==&lt;br /&gt;
The [[Walther P99]] is the only new usable sidearm in the game, and is one of the three beginning handguns alongside the USP and Mark 23. It is chambered in .40 S&amp;amp;W and holds 12+1 rounds. Can be modified like all the pistols. It is (quite rarely) seen in terrorist hands.&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg|thumb|350px|none|Walther P99 - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RSV2p99fire.jpg|thumb|600px|none|Walther P99 being fired.]]&lt;br /&gt;
[[Image:RSV2p99ironsight.jpg|thumb|600px|none|The P99's iron sights in the game.]]&lt;br /&gt;
[[Image:RSV2p99reload.jpg|thumb|600px|none|Reloading the P99 in the game.]]&lt;br /&gt;
[[Image:R6V2-P99.jpg|thumb|600px|none|Bishop attaches a sound suppressor onto the P99. Note &amp;quot;P99&amp;quot; and the &amp;quot;Walther&amp;quot; logo on the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns offer high cycling rate, good range and damage, but terrible accuracy when blindfiring. Submachine guns can be modified with a suppressor alongside a reflex scope, ACOG, rifle scope, laser sight or high-capacity magazine, unless noted otherwise.&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP-9==&lt;br /&gt;
The [[Steyr TMP#Brügger &amp;amp; Thomet MP-9|Brügger &amp;amp; Thomet MP-9]] is in the game as the &amp;quot;MP9&amp;quot;, as one of the starting SMGs that can be modified with everything.&lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg|thumb|none|400px|Brügger &amp;amp; Thomet MP-9 - 9x19mm]]&lt;br /&gt;
[[Image:R6V2-MP9-1.jpg|thumb|600px|none|Bishop armed with an MP9 fitted with a laser sight during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V2-MP9-2.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V2-MP9-3.jpg|thumb|600px|none|Bishop retreats inside a safe train cabin and reloads the suppressed MP9.]]&lt;br /&gt;
[[Image:R6V2-MP9-4.jpg|thumb|600px|none|Blindfiring the B+T MP9 during the last mission in the game.]]&lt;br /&gt;
[[Image:R6V2-MP9-7.jpg|thumb|600px|none|As with most of the weapons, the MP9's sights are also misaligned.]]&lt;br /&gt;
[[Image:R6V2-MP9-5.jpg|thumb|600px|none|Bishop pulls the charging handle and chambers a round. Note that the ejection port is open.]]&lt;br /&gt;
[[Image:R6V2-MP9-6.jpg|thumb|600px|none|Bishop takes cover with an MP9 equipped with a high-cap magazine, which is just as long as the default 30-rounder. Also note &amp;quot;MP9&amp;quot; on the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Skorpion Vz. 83==&lt;br /&gt;
The [[Skorpion#Sa. Vz. 83 Skorpion|Skorpion Vz. 83]] appears in the game as the &amp;quot;Skorpion VZ83&amp;quot; chambered in .380 ACP, and can be modified with everything except for the ACOG, and is the seventh weapon unlocked through CQB points. It is occasionally used by terrorists in game. The PC version allows for semi-auto fire as well as the default full-auto option, but the sights become misaligned in first-person after a single shot in this mode until the weapon is un- and re-aimed.&lt;br /&gt;
[[Image:Vz83.jpg|thumb|400px|none|CZ Skorpion Vz.83 with 30-round magazine - .380 ACP]]&lt;br /&gt;
[[Image:R6V2-Skorpio-1.jpg|thumb|600px|none|Iron sights of the Skorpion Vz. 83.]]&lt;br /&gt;
[[Image:R6V2-Skorpio-2.jpg|thumb|600px|none|Bishop attaches the sound suppressor onto the Vz. 83.]]&lt;br /&gt;
[[Image:R6V2-Skorpio-3.jpg|thumb|600px|none|Reloading a suppressed Skorpion. The gun is modeled with a 20-round magazine, but holds 30+1 rounds.]]&lt;br /&gt;
[[Image:R6V2-VZ83-1.jpg|thumb|600px|none|Bishop pulls the cocking handle of the Vz. 83.]]&lt;br /&gt;
[[Image:R6V2-VZ83-2.jpg|thumb|600px|none|Blindfiring a Skorpion with some bloody results.]]&lt;br /&gt;
[[Image:R6V2-VZ83-3.jpg|thumb|600px|none|Bishop takes cover and reloads his Skorpion Vz. 83.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 / P90TR==&lt;br /&gt;
The [[FN P90]] is in the game, as the fifth weapon unlocked through CQB points, and can be modified with everything except the extended magazine. Has an incorrect 3-round burst fire option. Like in ''Vegas'', the P90 turns into a [[FN P90#P90TR|P90TR]] once a reflex sight, ACOG or rifle scope gets mounted on it. Occasionally, terrorists will be equipped with this weapon.&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|Fabrique Nationale P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:R6V2-P90-1.jpg|thumb|600px|none|Bishop takes cover while holding a P90.]]&lt;br /&gt;
[[Image:R6V2-P90-2.jpg|thumb|600px|none|View through the default sight of the P90.]]&lt;br /&gt;
[[Image:R6V2-P90TR.jpg|thumb|600px|none|A P90TR equipped with an ACOG.]]&lt;br /&gt;
[[Image:R6V2-P90-5.jpg|thumb|600px|none|Bishop removes the magazine of the P90TR.]]&lt;br /&gt;
[[Image:R6V2-P90-3.jpg|thumb|600px|none|Bishop inserts a fresh magazine into the P90.]]&lt;br /&gt;
[[Image:R6V2-P90-4.jpg|thumb|600px|none|Bishop pulls the charging handle of the P90TR.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5N/MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A5|Heckler &amp;amp; Koch MP5N]] is in the game as the &amp;quot;MP5N&amp;quot; cosign used by the United States Navy and the SEALs, the default SMG in the game as it was in the first ''Vegas'', and is modifiable like all weapons in the game. It is used by Rainbow (especially Gabe and Logan in the first level), LVPD SWAT, and by the terrorists. The in-game model is of the MP5N, meaning that the 3-round burst setting is absent from the left side of the gun, but it nevertheless has a three-round burst setting, making it an MP5A5.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5N - 9x19mm]]&lt;br /&gt;
[[Image:R6V2-MP5N-6.jpg|thumb|600px|none|Bishop wields an MP5N with a reflex scope, while observing the image from a satellite projected right onto his HUD. The Thermal Scan is one of the new features in the game.]]&lt;br /&gt;
[[Image:RSV2mp5nsuppressed.jpg|thumb|none|600px|The MP5N equipped with a suppressor and ACOG.]]&lt;br /&gt;
[[Image:RSV2mp5nthirdperson.jpg|thumb|none|600px|The MP5N in a third-person view. Note the selector set to &amp;quot;3-round burst&amp;quot;.]]&lt;br /&gt;
[[Image:R6V2-MP5N-2.jpg|thumb|600px|none|View through the iron sights of the MP5N.]]&lt;br /&gt;
[[Image:R6V2-MP5N-3.jpg|thumb|600px|none|Bishop reloads his MP5N.]]&lt;br /&gt;
[[Image:R6V2-MP5N-5.jpg|thumb|600px|none|Bishop does an HK-slap on his scoped MP5N.]]&lt;br /&gt;
[[Image:R6V2-MP5N-4.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V2-MP5N-1.jpg|thumb|600px|none|A Rainbow Operative with his MP5N on a loading screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is in the game, it can be modified with everything except the extended magazine and is unlocked at the sixth CQB level. The MP7A1 is used with a suppressor and reflex sight by several Rainbow operatives; it is the secondary weapon for both Jung Park and Michael Walters when told to go silent. &lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|420px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[Image:R6V2-MP7A1-2.jpg|thumb|600px|none|''&amp;quot;Regroup on me.&amp;quot;''&amp;lt;br&amp;gt;Bishop gives a fall-in order while holding an MP7A1 fitted with a laser sight.]]&lt;br /&gt;
[[Image:R6V2-MP7-1.jpg|thumb|600px|none|Bishop holds an MP7A1 with an ACOG during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V2-MP7A1-4.jpg|thumb|600px|none|Bishop holds an MP7A1 modded with a reflex sight.]]&lt;br /&gt;
[[Image:R6V2-MP7-2.jpg|thumb|600px|none|Bishop reloads the MP7A1. The gun is always fitted with a 40-round magazine.]]&lt;br /&gt;
[[Image:R6V2-MP7A1-1.jpg|thumb|600px|none|Bishop pulls the charging handle of her MP7A1.]]&lt;br /&gt;
[[Image:R6V2-MP7A1-3.jpg|thumb|600px|none|Attaching a sound suppressor onto the MP7A1.]]&lt;br /&gt;
[[Image:R6V2-MP7A1-5.jpg|thumb|600px|none|Bishop hides behind a notice board and waits for the room to be cleared by Jung and Michael. Her MP7A1 is fitted with a rifle scope.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] is in the game, and is the second weapon unlocked via CQB points. It can be modified with everything. Holds 25+1 rounds and has an additional 2-round burst mode. It is often used by terrorists later in game.&lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with a C-More Systems red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[Image:R6V2-UMP-2.jpg|thumb|600px|none|The UMP45 with reflex sight in Killhouse. This weapon always comes with a vertical foregrip, due to the high recoil of the .45 ACP round.]]&lt;br /&gt;
[[Image:R6V2-UMP45-3.jpg|thumb|600px|none|Bishop pulls back the bolt of his UMP45 when it runs dry.]]&lt;br /&gt;
[[Image:R6V2-UMP-1.jpg|thumb|600px|none|Bishop reloads the UMP45. Note how the selector is set to safe and clearly lacks the 2-round burst option.]]&lt;br /&gt;
[[Image:R6V2-UMP-3.jpg|thumb|600px|none|Bishop does a HK-slap on his UMP45.]]&lt;br /&gt;
[[Image:R6V2-UMP45-1.jpg|thumb|600px|none|Iron sights of the UMP45.]]&lt;br /&gt;
[[Image:R6V2-UMP-4.jpg|thumb|600px|none|Attaching the sound suppressor onto the UMP.]]&lt;br /&gt;
[[Image:R6V2-UMP45-2.jpg|thumb|600px|none|Third-person view of a UMP.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be seen in the armory behind Bishop in the character customization, but is not usable in game. It is one of the planned weapons, see the &amp;quot;Cut Weapons&amp;quot; section below.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[Image:R6V2-Uzi.jpg|thumb|600px|none|Uzi with stock extended circled in green.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-10#MAC-11|Ingram MAC-11]], referred to as the &amp;quot;M11&amp;quot; is in the game, one of the starting SMGs alongside the MP5N and MP9, and like the other weapons, it can be modified. It is often seen in terrorist hands. Uses 32-round magazines by default. One note of interest is that it's modeled after the semi-auto civilian legal M11 that is modified to full auto. Its closed bolt is the telltale sign. This machine pistol has an extremely high rate of fire and is difficult to control given that its stock cannot be extended. &lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|Ingram MAC-11 -.380 ACP]]&lt;br /&gt;
[[Image:RSV2m11.jpg|thumb|none|600px|Bishop overlooks Vegas with an M11 equipped with a hi-cap magazine in his hands.]]&lt;br /&gt;
[[Image:R6V2-M11-5.jpg|thumb|none|600px|The M11's misaligned iron sights in the game.]]&lt;br /&gt;
[[Image:R6Vegas2_-_PC_-_FPV_-_M11_(Attaching_Silencer).jpg|thumb|none|601px|Attaching a suppressor to the M11. Due to an animation error, the silencer isn't actually screwed onto the barrel's threading, but a small distance forward. In real life this would result in the suppressor being ripped off as soon as you fired, but when removing the silencer it still has to be unscrewed from the threading despite not getting there in the first place.]]&lt;br /&gt;
[[Image:R6V2-M11-3.jpg|thumb|none|600px|Bishop reloads the MAC-11 fitted with a reflex scope. When an optic is selected as the attachment, it will be mounted on a scope mount so it won't obstruct the bolt handle.]]&lt;br /&gt;
[[Image:R6V2-M11-2.jpg|thumb|none|600px|Bishop pulls the bolt handle of the M11.]]&lt;br /&gt;
[[Image:R6V2-M11-4.jpg|thumb|none|600px|Bishop pulls the extended bolt handle of his scoped M11.]]&lt;br /&gt;
[[Image:R6V2-M11-1.jpg|thumb|none|600px|An unmodified MAC-11 in Bishop's hands.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe QCQ-05==&lt;br /&gt;
The [[QCW-05#Jianshe QCQ-05|Jianshe QCQ-05]] appears in the game as the &amp;quot;Type 05&amp;quot;, as the eighth weapon unlocked through CQB points. It is one of the more powerful submachine guns in-game, has a 3-round burst mode and can be modified with everything except for the high capacity magazine (which it certainly does not need). The QCQ-05 can be seen in terrorist hands fairly often.&lt;br /&gt;
[[Image:QCQ05.jpg|thumb|none|450px|Jianshe QCQ-05 - 5.8x21mm DCV05]]&lt;br /&gt;
[[Image:R6V2-TYPE-1.jpg|thumb|600px|none|Bishop armed with a QCQ-05.]]&lt;br /&gt;
[[Image:R6V2-QCQ05-1.jpg|thumb|600px|none|Bishop gives a hold position order while holding his QCQ-05 equipped with an ACOG. Note the removed front sight.]]&lt;br /&gt;
[[Image:R6V2-TYPE-2.jpg|thumb|600px|none|Third-person view of a stock QCQ-05 SMG.]]&lt;br /&gt;
[[Image:R6V2-TYPE-3.jpg|thumb|600px|none|Bishop reloads the QCQ-05 submachine gun.]]&lt;br /&gt;
[[Image:R6V2-QCQ05-2.jpg|thumb|600px|none|Bishop pulls the charging handle of the QCQ-05.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG Para==&lt;br /&gt;
The [[Steyr AUG#Steyr AUG Para|Steyr AUG Para]] is seen in the game as a submachine gun with a high cyclic rate, and can be modified with everything. It is the ninth weapon unlocked through CQB points. It is fed from 25-round [[Steyr MPi 69/81]] magazines. It is used by LVPD SWAT and by terrorists. As with the AUG A3, the in-game depiction of this weapon ditches the AUG's two-stage trigger (squeeze halfway for single shots, pull all the way for full-auto) in favor of a fire selector, as the 2-stage trigger would be impossible to depict for PC players.&lt;br /&gt;
[[Image:AUG-PARA-RAILS.jpg|thumb|none|450px|Late version Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:R6V2-AUGP-1.jpg|thumb|601px|none|Bishop wields an AUG Para on the helipad of &amp;quot;Calypso Casino&amp;quot;. This level was added to the game in a free DLC, and is ported directly from ''[[Rainbow Six: Vegas]]''.]]&lt;br /&gt;
[[Image:AUGpara.jpg|thumb|none|601px|Bishop with an AUG Para fitted with an ACOG.]]&lt;br /&gt;
[[Image:R6V2-AUGP-2.jpg|thumb|600px|none|Bishop reloads his AUG Para.]]&lt;br /&gt;
[[Image:R6V2-AUG9mm-2.jpg|thumb|600px|none|Attaching the sound suppressor onto the AUG Para.]]&lt;br /&gt;
[[Image:R6V2-AUG9mm-4.jpg|thumb|600px|none|Bishop pulls the bolt handle of the AUG.]]&lt;br /&gt;
[[Image:R6V2-AUG9mm-3.jpg|thumb|600px|none|Bishop holds a stock AUG Para. The ugly camouflage she's wearing was custom made by herself, using the game's camouflage editor.]]&lt;br /&gt;
[[Image:R6V2-AUG9mm-6.jpg|thumb|600px|none|An LVPD SWAT officer holds an AUG Para with a reflex scope when the Rainbows meet her during Chapter 4.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns offer devastating power from short to medium ranges. Unlike in many video games, shotguns have realistic range, and can kill enemies not only from point-blank range. Shotguns can be modified with reflex sights, scopes (ACOG and rifle) or laser sights. For an unknown reason, the +1 shell in the chamber is not counted for the pump-action shotguns.&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]] appears in the game as &amp;quot;M3&amp;quot;, and is one of two starting shotguns in the game. Holds 8 shells, while the real M3's max capacity is 7. It is portrayed as pump-action only, whereas the real version is convertible pump/semi.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 - 12 Gauge]]&lt;br /&gt;
[[Image:RSV2m3thirdpersonview.jpg|thumb|600px|none|A third-person view of the M3 Super 90.]]&lt;br /&gt;
[[Image:R6V2-M3-1.jpg|thumb|600px|none|Bishop blows away a bad guy with his M3 Super 90 during a terrorist hunt. The map is called &amp;quot;Presidio&amp;quot;, and is one of the maps that appeared in ''[[Rainbow Six: Rogue Spear]]'' and were re-made for ''Vegas 2''.]]&lt;br /&gt;
[[Image:R6V2-M3-3.jpg|thumb|600px|none|Bishop pumps his modded M3 after blasting away a terrorist with the shotgun.]]&lt;br /&gt;
[[Image:R6V2-M3-2.jpg|thumb|600px|none|Bishop reloads the M3 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
==C-More Systems M26 Modular Accessory Shotgun System==&lt;br /&gt;
The stand-alone version of the [[M26 Modular Accessory Shotgun System]] appears in the game as &amp;quot;XM-26 LSS&amp;quot; (Lightweight Shotgun System), and is the third weapon unlocked through CQB points. Has a 5+1 shell capacity. Puzzlingly, the M26 in the game is select-fire, while the real one is a straight-pull bolt action; the bolt-action mechanism instead repurposed as a charging handle for rechambering the weapon after an empty reload.&lt;br /&gt;
[[File:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS with iron sights, M4-style telescoping stock and pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:R6V2-M26-1.jpg|thumb|600px|none|Bishop sprints with the M26 MASS in his hands. Sprinting for a short time is one of the new additions in the game.]]&lt;br /&gt;
[[Image:R6V2-MASS-2.jpg|thumb|600px|none|Bishop opens a door with the M26, unlucky for the guy behind it.]]&lt;br /&gt;
[[Image:R6V2-M26-2.jpg|thumb|600px|none|Bishop reloads the M26 MASS. Note the low-quality texture of the magazine.]]&lt;br /&gt;
[[Image:R6V2-MASS-1.jpg|thumb|600px|none|Pulling of the bolt should be done after each shot, but instead it is pulled only after reloads from empty.]]&lt;br /&gt;
[[Image:R6V2-M26-3.jpg|thumb|600px|none|Iron sights of the M26.]]&lt;br /&gt;
[[Image:R6V2-MASS-3.jpg|thumb|600px|none|Bishop takes cover with an M26 MASS fitted with a rifle scope.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
Another cut weapon is the [[USAS-12]]. It can be seen in the armory behind Bishop in the character customization, but is not usable in game.&lt;br /&gt;
[[Image:USAS12.jpg|thumb|none|450px|USAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:R6V2-USAS12.jpg|thumb|600px|none|An USAS-12 with magazine removed circled in green.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears in the game as &amp;quot;SPAS 12&amp;quot;, and is the first weapon unlocked via CQB points. Like in most video games, it operates in pump-action mode only while the actual SPAS is a select-fire semi-auto/pump-action shotgun, with the pump-action mode meant solely for lower-powered less-lethal shells. Appears with an 8-round military tube. On the weapon selection quick-menu, the stock is folded.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:spas1.jpg|thumb|600px|none|Bishop holds a SPAS-12 modded with a reflex sight during a terrorist hunt at the &amp;quot;Killhouse&amp;quot;.]]&lt;br /&gt;
[[Image:R6V2-SPAS12-2.jpg|thumb|600px|none|Bishop armed with a SPAS-12 fitted with a rifle scope during the segment &amp;quot;Chase&amp;quot;.]]&lt;br /&gt;
[[Image:spasiron.jpg|thumb|600px|none|The SPAS-12's bare iron sights.]]&lt;br /&gt;
[[Image:Spasreload.jpg|thumb|600px|none|Bishop reloads the SPAS-12 fitted with a laser sight.]]&lt;br /&gt;
[[Image:Spas3rdperson.jpg|thumb|600px|none|Third-person view of the SPAS-12. Notice the unfolded stock.]]&lt;br /&gt;
[[Image:R6V2-SPAS12-1.jpg|thumb|600px|none|A SPAS-12 on the ground.]]&lt;br /&gt;
[[Image:R6V2-SPAS12-3.jpg|thumb|600px|none|Bishop blindfires his scoped SPAS. Note [[Single Action Army]] in the cowboy's holster on the sign.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Tactical==&lt;br /&gt;
The [[Mossberg 500-series shotgun#Mossberg 500|Mossberg 500]] appears in the game as the &amp;quot;500 Tactical&amp;quot; (in the &amp;quot;New Weapons&amp;quot; trailer it was called &amp;quot;Tactical 500&amp;quot;, but got renamed to &amp;quot;500 Tactical&amp;quot; before release). It is fitted with a heat-shield, a short picatinny rail on top and a pistol grip combined with a fixed stock. Can be fully modified. It is used often by the terrorists in the game. The M500 is the tenth and final weapon to be unlocked with CQB points.&lt;br /&gt;
[[Image:Mossberg500withHeatShield.jpg|thumb|none|450px|Mossberg 500 with heat shield - 12 Gauge]]&lt;br /&gt;
[[Image:Mossberg 500 tactical.jpg|thumb|none|450px|Mossberg 500 Tactical - 12 Gauge&amp;lt;br&amp;gt;The length of the tubular magazine is similar to this model, but the in-game version has a fixed stock, not the retractable one pictured here.]]&lt;br /&gt;
[[Image:R6V2-500-2.jpg|thumb|600px|none|Bishop with an unmodified Mossberg 500.]]&lt;br /&gt;
[[Image:R6V2-500-1.jpg|thumb|600px|none|A Mossberg 500 with reflex scope in the Nevada desert.]]&lt;br /&gt;
[[Image:R6V2-500-3.jpg|thumb|600px|none|Reloading the Mossberg with laser sight turned off. The magazine tube is clearly too short to hold 8 shells.]]&lt;br /&gt;
[[Image:R6V2-Mossberg500Tactical.jpg|thumb|600px|none|Third-person view of a Mossberg 500 modded with an ACOG.]]&lt;br /&gt;
[[Image:R6V2-Moss500.jpg|thumb|600px|none|A 3D render of the M500 (without the fore-end for some reason), showing the pistol grip perfectly. This image is ''not'' taken from in-game. It can be found among the game files of the PC version. That's why there is no in-game hint or &amp;quot;Loading...&amp;quot; text in the bottom of the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The MCS variant of the [[Remington 870 Shotgun|Remington 870 shotgun]] appears in the game with an 8-shell capacity. Terrorists use this weapon fairly often, and it is one of the starting shotguns available to the player.&lt;br /&gt;
[[Image:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:R6V2-870MCS-1.jpg|thumb|600px|none|Bishop wields a Remington 870 MCS fitted with a laser sight during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V2-870-2.jpg|thumb|600px|none|Bishop stops for a second and realizes the equipping the 870 MCS with the ACOG was not his brightest idea.]]&lt;br /&gt;
[[Image:R6V2-870-3.jpg|thumb|600px|none|A 870 MCS modded with a reflex scope.]]&lt;br /&gt;
[[Image:R6V2-870MCS-2.jpg|thumb|600px|none|Bishop reloads the 870 MCS.]]&lt;br /&gt;
[[Image:R6V2-870-1.jpg|thumb|600px|none|Bishop with a 870 MCS.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
Assault and battle rifles can be modified with reflex sights, ACOG's, 6X scopes, lasers and high-capacity magazines alongside a detachable suppressor.&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] is the last assault rifle that can be unlocked in the game, the tenth weapon for Assault points. It may be a little bit outdated for a special operations team, but still, it is one of the most powerful weapons with superb penetrating power and moderate accuracy. The specific variant used in game is the original Type I AK-47 which featured a unique stamped receiver, and is incorrectly modeled with a 5.45x39mm [[AK-74]]-type magazine.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|500px|AK-47 (Type I) - 7.62x39mm]]&lt;br /&gt;
[[Image:RSV2ak47.jpg|600px|thumb|none|The AK-47 in the game. Equipped with an extended magazine.]]&lt;br /&gt;
[[Image:RSV2ak47suppressed.jpg|600px|thumb|none|Bishop with a suppressed AK-47.]]&lt;br /&gt;
[[Image:R6V2-AK47-1.jpg|thumb|600px|none|Third-person view of the Kalashnikov. Note the [[AK-74]]-type magazine.]]&lt;br /&gt;
[[Image:R6V2-AK47-2.jpg|thumb|601px|none|Bishop reloads his scoped AK after gunning down some terrorist spec ops guys. Note the empty magazine being inserted.]]&lt;br /&gt;
[[Image:R6V2-47-3.jpg|thumb|601px|none|Bishop pushes forward the bolt after a reload from empty.]]&lt;br /&gt;
[[Image:R6V2-47-4.jpg|thumb|601px|none|Bishop takes cover with a stock AK-47.]]&lt;br /&gt;
[[Image:R6V2-47-2.jpg|thumb|601px|none|Bishop blindfires the AK-47.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is a new assault rifle available for use, and is the sixth weapon unlocked via Assault points. It can be seen in terrorist hands in the game. Appears with steel magazines. It is the most popular gun online. In the trailers, it says the AKS-74U is chambered in 7.62x39mm, but in game, it doesn't share ammo with the AK-47, so it might have been fixed when the game was actually released. The actual model for the gun appears to be based on the in game AK-47 but with a folding stock, flash hider, shortened barrel and relocated sights, featuring the same Type I stamped receiver.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:R6V2-AKS74U-4.jpg|thumb|600px|none|Bishop holds an AKS-74U. ''Vegas 2'' is one of the few games where the AKS-74U appears as an '''assault rifle''' and has the '''correct''' name.]]&lt;br /&gt;
[[Image:R6V2-AKS74U-1.jpg|thumb|600px|none|Iron sights of the AKS-74U, pretty much same as the AK-47's.]]&lt;br /&gt;
[[Image:R6V2-AKS74U-2.jpg|thumb|600px|none|Bishop lowers his AKS-74U when Jung wanders in front of him.]]&lt;br /&gt;
[[Image:R6V2-74U-2.jpg|thumb|600px|none|Bishop reloads his AKS-74U.]]&lt;br /&gt;
[[Image:R6V2-AKS74U-3.jpg|thumb|600px|none|Bishop pushed forward the bolt after a reload from empty.]]&lt;br /&gt;
[[Image:R6V2-74U-1.jpg|thumb|600px|none|Bishop takes cover with an AKS-74U at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M468==&lt;br /&gt;
The [[Barrett M468]] is one of the new additions to the Rainbow arsenal, the third weapon unlocked with Marksman points. It can be seen used by terrorists in the Nevada Desert in game. Appears as &amp;quot;M468&amp;quot;. Note that the selector only has &amp;quot;SAFE&amp;quot; and &amp;quot;FIRE&amp;quot; positions. The lower receiver also lacks a hole for the autosear above the selector, despite the weapon's full auto capability in-game.  &lt;br /&gt;
[[Image:BarrettM468.jpg|thumb|none|500px|Barrett M468 - 6.8x43mm Rem SPC]]&lt;br /&gt;
[[Image:RSV2m468.jpg|thumb|none|601px|Bishop holds an M468 fitted with an ACOG, admiring a poster of ''[[Far Cry 2]]''. The game uses a so called in-game advertising system. Various films and video games were advertised in ''Vegas 2'', including: ''[[The Dark Knight]]'', ''[[Tropic Thunder]]'', ''[[I Am Legend]]'', ''[[Quantum of Solace]]'', ''[[Iron Man]]'', various other Ubisoft games, and even some games from the ''rival'' franchise, like ''[[Battlefield: Bad Company]]''.]]&lt;br /&gt;
[[Image:R6V2-M468-3.jpg|thumb|600px|none|The M468 has two reloading animations: Here pictured the &amp;quot;Tactical Reload&amp;quot;, which is done if there are some unfired bullets in the magazine.]]&lt;br /&gt;
[[Image:RSV2m468reload.jpg|thumb|none|601px|And the second reloading animation: Bishop quickly pulls out the empty magazine.]]&lt;br /&gt;
[[Image:R6V2-M468-2.jpg|thumb|600px|none|Bishop always pulls the charging handle instead of using the bolt-catch release button when reloading from empty.]]&lt;br /&gt;
[[Image:R6V2-M468-4.jpg|thumb|600px|none|Bishop takes cover with the M468 at the ready.]]&lt;br /&gt;
[[Image:R6V2-M468-1.jpg|thumb|600px|none|Bishop covers a corridor with his M468.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85 rifle series#L85A2|L85A2]] can be seen in game and can be equipped with everything. A Rainbow operative can be seen using this rifle in one of the game's levels. The L85A2 has the sound of the AK-47 from the original ''[[Rainbow Six: Vegas]]'', despite having two different calibres.&lt;br /&gt;
Curiously, the developers have depicted the L85 with pistol-style iron sights, rather than the correct ghost-ring style rear-sight. &lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|500px|L85A2 / SA80A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:RSV2l85a2.jpg|thumb|none|601px|''&amp;quot;Hustle!&amp;quot;''&amp;lt;br&amp;gt;Bishop sends the squad forward while holding a stock L85A2.]]&lt;br /&gt;
[[Image:RSV2l85a2ironsights.jpg|thumb|none|601px|Iron sights of an L85A2 fitted with a hi-cap magazine, giving it a 35+1 round capacity. For some reason, the L85A2 holds only 25+1 rounds by default, even if in the &amp;quot;New Weapons&amp;quot; trailer it was shown with a 30-round capacity.]]&lt;br /&gt;
[[Image:R6V2-L85A2-2.jpg|thumb|none|600px|Suppressed L85A2 with a reflex sight. Note the removed front sight.]]&lt;br /&gt;
[[Image:R6V2-L85A2-3.jpg|thumb|none|600px|View through the reflex scope mounted on the L85A2.]]&lt;br /&gt;
[[Image:R6V2-L85A2-7.jpg|thumb|none|600px|An L85A2 fitted with an ACOG.]]&lt;br /&gt;
[[Image:RSV2l85a2reload.jpg|thumb|none|601px|Bishop reloads the L85A2 fitted with a rifle scope.]]&lt;br /&gt;
[[Image:R6V2-L85A2-6.jpg|thumb|none|600px|Bishop utilizes an interesting method to release the locked-back bolt handle of his rifle.]]&lt;br /&gt;
[[Image:RSV2l85a2thirdperson.jpg|thumb|none|601px|Bishop blindfires the Enfield, and miraculously, hits the goon across the room.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNC==&lt;br /&gt;
In ''Vegas 2'', the developers went back to the roots and brought back various things that did not make it to the first ''Vegas''; including several guns, maps, and even weapon attachments. The [[FN FNC]] is one of those weapons, which were available in ''[[Rainbow Six: Rogue Spear|Rogue Spear]]'' and ''[[Rainbow Six 3: Raven Shield|Raven Shield]]'', but were left out of ''Vegas''. It is the eighth weapon unlocked through Assault points. The FNC can be equipped with all assault rifle attachments. It is sometimes used by Rainbow operatives and is very often used by the terrorists.&lt;br /&gt;
[[Image:Fn-fnc-1-.jpg‎|thumb|500px|none|FN FNC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V2-FNC-5.jpg|thumb|600px|none|Good view of an FNC with ACOG as Bishop takes cover from enemy fire.]]&lt;br /&gt;
[[Image:R6V2-FNC-3.jpg|thumb|600px|none|Bishop attaches a sound suppressor onto the FNC in the map &amp;quot;Import/Export&amp;quot;, which was also re-made for ''Vegas 2''. It was originally featured in ''Rainbow Six 3: Raven Shield''.]]&lt;br /&gt;
[[Image:R6V2-FNC-1.jpg|thumb|600px|none|View through the iron sights of the FNC.]]&lt;br /&gt;
[[Image:R6V2-FNC-4.jpg|thumb|600px|none|Bishop blindfires his FNC.]]&lt;br /&gt;
[[Image:R6V2-FNC-6.jpg|thumb|600px|none|Bishop reloads the FNC at the Vegas Convention Center Monorail Station.]]&lt;br /&gt;
[[Image:R6V2-FNC-2.jpg|thumb|600px|none|Bishop pushes the bolt handle forward to chamber a round after performing a reload from empty.]]&lt;br /&gt;
[[Image:R6V2-FNC-7.jpg|thumb|600px|none|One of the player's characters is tasked to cover a door during a CO-OP Terrorist Hunt.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The First Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] is in the game, it is one of the default assault/battle rifles and can be modified with everything. It still incorrectly holds 30 rounds per magazine. It is extensively used by Rainbow and is often seen in terrorist use. It is Gabriel Nowak's weapon of choice along with his MP5N in the prologue mission.&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Generation Fabrique Nationale SCAR-H CQC with M68 Aimpoint scope and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-SCARH-2.jpg|thumb|none|600px|Bishop holds a SCAR-H CQC fitted with an ACOG.]]&lt;br /&gt;
[[Image:R6V2-SCARH-3.jpg|thumb|none|600px|Bishop reloads the SCAR-H CQC with an extended 40-round magazine. Like the UMP45, the SCAR is also always fitted with a foregrip.]]&lt;br /&gt;
[[Image:R6V2-SCARH-1.jpg|thumb|none|600px|Pulling the charging handle of the rifle.]]&lt;br /&gt;
[[Image:R6V2-SCARH-4.jpg|thumb|none|600px|Iron sights of the SCAR-H CQC, very similar to the AUG A3's.]]&lt;br /&gt;
[[Image:R6V2-SCARH-5.jpg|thumb|none|600px|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V2-SCARH-6.jpg|thumb|none|600px|Bishop takes cover with a suppressed SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==GIAT FAMAS F1==&lt;br /&gt;
The [[FAMAS|FAMAS F1]], with a correct 25+1-round capacity, is in the game as the &amp;quot;FAMAS&amp;quot;, one of the default assault rifles that can be modified with everything. It can sometimes be seen in terrorist hands.&lt;br /&gt;
[[Image:Famas.jpg|thumb|none|500px|GIAT FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V2-F1-3.jpg|600px|thumb|none|Bishop examines an equipment crate while holding a stock FAMAS F1.]]&lt;br /&gt;
[[Image:R6V2-F1-1.jpg|600px|thumb|none|A FAMAS fitted with an ACOG.]]&lt;br /&gt;
[[Image:RSV2famaswithscope.jpg|600px|thumb|none|Bishop with a FAMAS F1 equipped with a 6X scope.]]&lt;br /&gt;
[[Image:RSV2famasthirdperson.jpg|600px|thumb|none|A shot of the FAMAS in a third-person view.]]&lt;br /&gt;
[[Image:RSV2famasfiring.jpg|600px|thumb|none|A terrorist getting shot to pieces with a FAMAS.]]&lt;br /&gt;
[[Image:R6V2-F1-2.jpg|600px|thumb|none|Bishop reloads his FAMAS.]]&lt;br /&gt;
[[Image:R6V2-F1-4.jpg|600px|thumb|none|Bishop pulls the charging handle of the FAMAS F1. Note how still &amp;quot;0&amp;quot; appears on the HUD. It will change only when the reload is done completely.]]&lt;br /&gt;
[[Image:R6V2-F1-5.jpg|600px|thumb|none|Bishop blindfires the FAMAS F1 inside the parking lot.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#H&amp;amp;K G3KA4|Heckler &amp;amp; Koch G3KA4]] is in the game, it can be modified with everything. It is the third weapon unlocked with Assault points. It is occasionally used by terrorists. There are some inaccuracies in that it has a 30 round magazine capacity despite being modeled with the 20-round magazine.&lt;br /&gt;
[[Image:G3KA4.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3KA4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-G3-1.jpg|thumb|600px|none|Bishop holds a G3KA4 without any attachments during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V2-G3-2.jpg|thumb|600px|none|The G3KA4 being reloaded.]]&lt;br /&gt;
[[Image:R6V2-G3-3.jpg|thumb|600px|none|HK-slap...]]&lt;br /&gt;
[[Image:R6V2-G3KA4-1.jpg|thumb|600px|none|Bishop removes the sound suppressor from the G3KA4.]]&lt;br /&gt;
[[Image:R6V2-G3KA4-2.jpg|thumb|600px|none|A G3KA4 on the ground.]]&lt;br /&gt;
[[Image:R6V2-G3KA4-3.jpg|thumb|600px|none|Bishop hides behind a car and reloads his G3KA4 fitted with a reflex scope.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is in the game, it can be modified with everything. It is teammate Jung Park's primary weapon, and is available for Bishop's use from the beginning.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[Image:RSV2g36c.jpg|thumb|600px|none|Bishop holds a G36C equipped with a high-cap magazine.]]&lt;br /&gt;
[[Image:RSV2g36cthirdperson.jpg|thumb|600px|none|A third-person view of the G36C.]]&lt;br /&gt;
[[Image:R6V2-G36C-1.jpg|thumb|600px|none|Bishop reloads his G36C fitted with a scope. Note selector set to safe.]]&lt;br /&gt;
[[Image:R6V2-G36C-2.jpg|thumb|600px|none|Bishop pulls the charging handle of his modified G36C. This is one of the few weapons, where the iron sights disappear when an optic gets mounted on the carrying handle.]]&lt;br /&gt;
[[Image:R6V2-G36C-3.jpg|thumb|600px|none|Bishop blindfires his G36C inside the library.]]&lt;br /&gt;
[[Image:RSV2g36cjung2.jpg|thumb|600px|none|Jung Park's G36C equipped with an ACOG onboard a helicopter en-route to the mission level. For an unknown reason, he uses a low-quality model G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] appears in the game as the &amp;quot;M8&amp;quot;, it can be modified with everything. It is obtained late in the game, as the eighth weapon unlocked through Marksman points, and Bishop him/herself is the only user of this weapon. The in-game version is based on the late XM8 R variation adopted by the Royal Malaysian Navy, which has an accessory rail that extends to the end of the carrying handle.&lt;br /&gt;
[[Image:XM8.JPG|thumb|none|500px|Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8-Malaysia.jpg|thumb|none|500px|Heckler &amp;amp; Koch XM8 R - 5.56x45mm. Note the railed carry handle.]]&lt;br /&gt;
[[Image:R6V2-M8-1.jpg|thumb|600px|none|Bishop armed with an XM8 rifle.]]&lt;br /&gt;
[[Image:R6V2-XM8-4.jpg|thumb|600px|none|An XM8 with ACOG. Instead of being folded down, the flip-up iron sights are usually removed once an optic gets attached to a gun.]]&lt;br /&gt;
[[Image:R6V2-XM8-1.jpg|thumb|600px|none|Bishop attaches the suppressor onto the XM8.]]&lt;br /&gt;
[[Image:R6V2-M8-2.jpg|thumb|600px|none|Bishop reloads the XM8 assault rifle during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V2-XM8-3.jpg|thumb|600px|none|Bishop opens fire on some terrorists conveniently hiding behind a bench during the prologue mission of the game.]]&lt;br /&gt;
[[Image:R6V2-XM8-2.jpg|thumb|600px|none|A good view of the w_model of the &amp;quot;M8&amp;quot; as bearded Bishop prepares to safely open a door.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[Tavor TAR-21]] is in the game and can be modified with everything. Now it correctly appears as &amp;quot;TAR21&amp;quot;, not as &amp;quot;MTAR21&amp;quot; as in the original. It is the second weapon unlocked through Marksman points, and is very popular on online servers due to their high rate of fire. It has no iron sights available; attempting to use it without a scope attachment of some kind gives it the MARS sight. An upside to this is that you can use either of the non-optical attachments while having the equivalent of the reflex sight. It is sometimes used by Rainbow operatives and is quite common in terrorist use.&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V2-TAR-1.jpg|thumb|600px|none|The default MARS sight of the TAR-21. Iron sights are not available in Vegas 2, like they were in ''[[Modern Warfare 2]]''.]]&lt;br /&gt;
[[Image:R6V2-TAR-2.jpg|thumb|600px|none|Bishop about to insert a new magazine into the TAR-21.]]&lt;br /&gt;
[[Image:R6V2-TAR-3.jpg|thumb|600px|none|Bishop pulls the charging handle and chambers a bullet. Note the low-quality model of the MARS sight.]]&lt;br /&gt;
[[Image:R6V2-TAR21-1.jpg|thumb|600px|none|A dead LVPD SWAT offices holds onto his scoped TAR-21.]]&lt;br /&gt;
[[Image:R6V2-TAR21-2.jpg|thumb|600px|none|Bishop screws on a sound suppressor.]]&lt;br /&gt;
[[Image:R6V2-TAR21-3.jpg|thumb|600px|none|Bishop takes cover behind a thin concrete wall, what the enemy bullets can easily penetrate.]]&lt;br /&gt;
[[Image:R6V2-TAR21-4.jpg|thumb|600px|none|Even if there are no iron sights available, the TAR-21 is shown without any kind of optic when on the ground. Also note the absence of the flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor MTAR-21 Prototype==&lt;br /&gt;
The TAR-21 (still) shows up as the [[Tavor TAR-21 rifle series#IMI Micro Tavor MTAR-21|MTAR-21 Prototype]] on the weapon selection quick-menu.&lt;br /&gt;
[[Image:MicroTavora.jpg|thumb|400px|none|IMI Tavor MTAR-21 Protoype with ITL MARS red dot sight and 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V2-MTAR21 (Prototype).jpg|thumb|600px|none|Close-up of the weapon selection quick-menu, showing the MTAR-21 Prototype as the icon of the TAR-21. Some other weapons also have wrong icons, like the SPAS-12 is shown with stock folded, or the M249 SPW a with correct Para stock despite having an E2 stock in-game, This is the only time when a completely different weapon's image is used on a gun icon.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 550#SIG SG 552|SIG SG 552]] appears in the game as the &amp;quot;552 Commando&amp;quot;, as the default assault rifle, and can be modified with everything. It is one of the assault rifles used by the Rainbow team (it is the preferred rifle of both Logan and &amp;quot;Ding&amp;quot; Chavez) and is also sometimes used by terrorists.  Like in most games, it has a 30 round magazine capacity despite being modeled with the 20-round mag.  Apparently not a single development team has seen what the 30-round mag looks like (it extends past the pistol grip in terms of height).&lt;br /&gt;
[[Image:SIG SG 5532.jpg|thumb|450px|none|SIG SG 552-2 fitted  with the 30-round magazine and C-More sight. - 5.56x45mm.]]&lt;br /&gt;
[[Image:R6V2-552Commando-1.jpg|thumb|600px|none|Bishop takes cover from enemy fire while holding an SG 552 fitted with a 4x ACOG. The length of the magazine can be seen on this image. Also note how the third-person model of the rifle has no flash hider.]]&lt;br /&gt;
[[Image:R6V2-SG552-2.jpg|thumb|600px|none|Bishop with an SG 552 during a terrorist hunt gameplay. The rifle features a full-length rail on top.]]&lt;br /&gt;
[[Image:R6V2-SG552-1.jpg|thumb|600px|none|Iron sights of the SG 552.]]&lt;br /&gt;
[[Image:R6V2-SG552-3.jpg|thumb|600px|none|Bishop reloads his suppressed SIG.]]&lt;br /&gt;
[[Image:R6V2-552Commando-2.jpg|thumb|600px|none|Bishop chambers a round on his 552 Commando.]]&lt;br /&gt;
[[Image:R6V2-552Commando-3.jpg|thumb|600px|none|Bishop blindfires the SG 552 when he gets cornered by hostile forces.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is in the game as the &amp;quot;AUG A3&amp;quot; and can be modified with everything. It is the fifth weapon unlocked through Marksman points. It is occasionally used by the terrorists. Like the AUG Para, its two-stage trigger is dumped in favor of a fire selector.&lt;br /&gt;
[[Image:6.Steyr AUG A3.jpg|thumb|none|500px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V2-AUG3-5.jpg|600px|thumb|none|Bishop watches the hostages as they retreat to safe distance with his AUG A3 in his hands. His AUG is equipped with an extended magazine, hence the 40-round capacity on the HUD.]]&lt;br /&gt;
[[Image:R6V2-AUG3-2.jpg|600px|thumb|none|An AUG A3 with a reflex scope during the final mission of the game.]]&lt;br /&gt;
[[Image:R6V2-AUG3-3.jpg|600px|thumb|none|View through the extremely small iron sights of the AUG A3.]]&lt;br /&gt;
[[Image:R6V2-AUG3-4.jpg|600px|thumb|none|Bishop takes cover with an AUG A3.]]&lt;br /&gt;
[[Image:R6V2-AUG3-6.jpg|600px|thumb|none|Reloading animation of the AUG.]]&lt;br /&gt;
[[Image:R6V2-AUG3-1.jpg|600px|thumb|none|Bishop pulls the cocking handle of his scoped AUG A3.]]&lt;br /&gt;
[[Image:R6V2-AUG3-7.jpg|600px|thumb|none|Bishop luckily hits a terrorist when he blindfires his scoped AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles are the most powerful weapons in the game, although the low rate of fire and the shortage of maneuverability in close-quarters can be a problem. Sniper rifles can be modified with 6X, 12X or variable zoom (6X and 12X) scopes. To make aiming harder and more realistic, sniper rifles have no hip-fire crosshairs except when hiding behind cover, where they will use the normal cross-shaped reticule.&lt;br /&gt;
An interesting note is that weapon attachments are not visible on dropped weapons. This is most obvious with the sniper rifles, as, even though the ''only'' attachments available for them are scopes, they are not exempt and will appear scopeless when dropped.&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] is the one of the new usable sniper rifles in the game. It appears in the game as &amp;quot;L96 Arctic Warfare&amp;quot;. This is the tenth and last weapon to be unlocked with Marksman Points.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-AW-1.jpg|thumb|600px|none|Bishop holds the Arctic Warfare in ''Vegas 2''.]]&lt;br /&gt;
[[Image:R6V2-AW-2.jpg|thumb|600px|none|Bishop operates the bolt of the rifle after a shot.]]&lt;br /&gt;
[[Image:R6V2-ArcticWarfare.jpg|thumb|600px|none|Bishop reloads the Arctic Warfare after clearing a courtyard full of goons.]]&lt;br /&gt;
[[Image:R6V2-ArcWar-1.jpg|thumb|600px|none|Bishop takes cover with the Arctic Warfare.]]&lt;br /&gt;
[[Image:R6V2-ArcWar-2.jpg|thumb|600px|none|The in-world model of the AW always has the scope removed.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
The [[Accuracy International AS50]] can be seen in the armory behind Bishop in the character customization, but is not usable in the game.&lt;br /&gt;
[[Image:As50sr.jpg|thumb|none|500px|Accuracy International AS50 - .50 BMG]]&lt;br /&gt;
[[Image:R6V2-AS50.jpg|thumb|600px|none|Low quality model of the AI AS50 without magazine and telescope circled in green.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#H&amp;amp;K PSG-1|Heckler &amp;amp; Koch PSG-1]] is in the game, but is limited to hold 5 rounds. The PSG-1 is the standard Rainbow sniper rifle, but nevertheless is the sixth weapon unlocked through Marksman points.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-PSG-2.jpg|thumb|600px|none|The PSG-1 in the hands of Bishop.]]&lt;br /&gt;
[[Image:R6V2-PSG1-3.jpg|thumb|600px|none|Bishop pulls back the bolt when the PSG runs empty.]]&lt;br /&gt;
[[Image:R6V2-PSG-1.jpg|thumb|600px|none|Bishop inserts a new magazine into the rifle.]]&lt;br /&gt;
[[Image:R6V2-PSG1-4.jpg|thumb|600px|none|Bishop reloads the PSG-1 while taking cover in the library.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]] appears in the game as the &amp;quot;SV-98&amp;quot;. It is often used by terrorist snipers in the game, contrary to its real-world use by Russian counter-terrorist units. It is the first weapon unlocked via Marksman points.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|500px|Izhmash SV-98 - 7.62x54mm R]]&lt;br /&gt;
[[Image:R6V2-SV-1.jpg|thumb|600px|none|Bishop wield an SV-98 during the level &amp;quot;Gymnasium&amp;quot;.]]&lt;br /&gt;
[[Image:R6V2-SV98-4.jpg|thumb|600px|none|An empty casing flies away as Bishop operates the bolt of the SV-98.]]&lt;br /&gt;
[[Image:R6V2-SV-3.jpg|thumb|600px|none|Bishop reloads the SV-98.]]&lt;br /&gt;
[[Image:R6V2-SV-2.jpg|thumb|600px|none|Third-person view of the SV-98.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in the game as &amp;quot;SR-25 SD&amp;quot;, and is fitted with a non-removable suppressor, making it the only dedicated sniper rifle that can utilize one. For balancing purposes, it holds only 5+1 rounds. Can be seen used by Rainbow operatives in game, and is one of two starting sniper rifles. Unlike any other weapon in the game, it does not eject empty casings when fired, probably due to a coding glitch.&lt;br /&gt;
[[Image:SR-25 (Early).jpg|thumb|none|500px|Early version Knight's Armament SR-25 with Harris bipod and 10-round magzine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SR25.jpg|thumb|none|500px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-SR25-1.jpg|thumb|600px|none|The suppressed SR-25 in R6V2.]]&lt;br /&gt;
[[Image:R6V2-SR25-2.jpg|thumb|600px|none|Bishop reloads the sniper rifle.]]&lt;br /&gt;
[[Image:R6V2-SR25-3.jpg|thumb|600px|none|Bishop pulls the charging handle of the SR-25. The developers modeled the gun with a 10-round magazine, but it holds only 5 rounds. Five round magazines do not exist for the SR-25 rifle in real life.]]&lt;br /&gt;
[[Image:R6V2-SR25-4.jpg|thumb|600px|none|Bishop takes cover with a suppressed SR-25.]]&lt;br /&gt;
[[Image:R6V2-SR25-5.jpg|thumb|600px|none|A dropped SR-25 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Remington/USMC M40A1==&lt;br /&gt;
The [[Remington 700#M40 Sniper Rifle|M40A1]] appears in the game with a wooden camouflage finish, and like the other sniper rifles, it can be modified with various scopes. It is the fourth weapon unlocked through Marksman points. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of an internal magazine that is loaded one round at a time - the [[M40A5]] is the variant that is fed from a 5-shot box magazine. A note of interest is that the A5 version wasn't even introduced when the game was made. It is used by a terrorist sniper in the Refinery.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg‎|thumb|none|500px|Remington/USMC M40A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-M40-1.jpg|thumb|600px|none|Bishop wields an M40A1 with a wooden camouflage finish as he receives new orders from &amp;quot;Six&amp;quot;.]]&lt;br /&gt;
[[Image:R6V2-M40-2.jpg|thumb|600px|none|Bishop operates the bolt of the M40A1.]]&lt;br /&gt;
[[Image:R6V2-M40-3.jpg|thumb|600px|none|Reload animation of the M40A1. On the image, Bishop is inserting a new magazine into the rifle. Surprisingly, ''Vegas'' and ''Vegas 2'' are not the only video games to portray the M40A1 with a detachable magazine: ''[[Half-Life|Half-Life: Opposing Force]]'' also had an M40A1 with the same incorrect feature.]]&lt;br /&gt;
[[Image:R6V2-M40-4.jpg|thumb|600px|none|Bishop takes cover with the M40A1 in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout Tactical==&lt;br /&gt;
The [[Steyr Scout|Scout Tactical]] appears in the game as &amp;quot;Scout Tactical&amp;quot;, and is one of two starting sniper rifles. A few of the terrorist snipers use this rifle. Like every other sniper rifle, it has a 5+1 round capacity.&lt;br /&gt;
[[Image:Scout.jpg|thumb|none|450px|Steyr Scout Tactical - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V2-SCOUT-1.jpg|thumb|600px|none|Bishop with a Scout Tactical during the gymnasium level.]]&lt;br /&gt;
[[Image:R6V2-SCOUT-2.jpg|thumb|600px|none|Bishop operates the bolt of the same Scout after a well-placed headshot.]]&lt;br /&gt;
[[Image:R6V2-SCOUT-4.jpg|thumb|600px|none|Bishop takes cover with a Scout Tactical.]]&lt;br /&gt;
[[Image:R6V2-SCOUT-5.jpg|thumb|600px|none|Bishop reloads the Scout Tactical.]]&lt;br /&gt;
[[Image:R6V2-SCOUT-6.jpg|thumb|600px|none|World-model of the rifle.]]&lt;br /&gt;
[[Image:R6V2-SCOUT-3.jpg|thumb|600px|none|Bishop with the Scout Tactical in the Outfitting menu.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine guns offer moderate damage, high ammunition capacity, but slow reload. MG's can be modified with reflex scopes, laser sights, rifle scopes and recoil-control stocks. All machine guns are limited to full-auto fire and have a capacity of 100 rounds (100+1 for the magazine-fed MG36).&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK21E]] is in the game as simply the &amp;quot;21E&amp;quot;. It is used by the terrorists often, and is the first weapon unlocked for the player through Assault points; Michael Walters will also tote the weapon for no particular reason during the ending cutscene, despite his preference across the entire rest of the game for the Mk 46. Despite the appearance of a fire-selector switch and the appropriate markings, the HK21E is restricted to full-auto fire.&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RSV2hk21e.jpg|thumb|none|600px|Bishop wields an HK21E. Note the short picatinny rail on top.]]&lt;br /&gt;
[[Image:R6V2-HK21E-4.jpg|thumb|600px|none|Bishop holds a scoped HK21E.]]&lt;br /&gt;
[[Image:R6V2-HK21E-1.jpg|thumb|600px|none|Third-person view of the HK21E.]]&lt;br /&gt;
[[Image:R6V2-HK21E-3.jpg|thumb|600px|none|Bishop pulls back the bolt of the HK21E.]]&lt;br /&gt;
[[Image:R6V2-HK21E-2.jpg|thumb|600px|none|Reloading animation of the HK21E. Note the selector set to safe.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch MG36|Heckler &amp;amp; Koch MG36]] is frequently used by enemies in the game, and is unlocked at the fourth Assault level. Despite being based on a regular G36 rifle, the MG36 is restricted to full-auto only, even though the real weapon can fire in semi-auto, full-auto and optional 2-round burst modes. The gun is correctly portrayed with usable selector switch in the Ghost Recon series, another title endorsed by [[Tom Clancy]].&lt;br /&gt;
[[Image:MG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG36 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V2-MG36-2.jpg|thumb|none|600px|Bishop wields a factory-stock MG36. The rail on the top appears to be fictional, as H&amp;amp;K never offered carrying handles with both full-length accessory rails and an integrated sight.]]&lt;br /&gt;
[[Image:RSV2mg36.jpg|thumb|none|600px|An MG36 in the game equipped with a telescoping sight.]]&lt;br /&gt;
[[Image:RSV2mg36reload.jpg|thumb|none|600px|Reloading an MG36 in the game.]]&lt;br /&gt;
[[Image:R6V2-MG36-1.jpg|thumb|none|600px|Bishop pulls the charging handle of the MG36.]]&lt;br /&gt;
[[Image:RSV2mg36thirdperson.jpg|thumb|none|601px|Bishop (this time a female) holds the MG36.]]&lt;br /&gt;
[[Image:R6V2-MG36-3.jpg|thumb|none|600px|Bishop uses the Snake Cam to spy on an unsuspecting terrorist armed with an MG36.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SPW==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 SPW]] is in the game as &amp;quot;M249 SPW&amp;quot;. It is fitted with an E2-type butt-stock, while the real SPW has a Para-type collapsible stock. Strangely though, it appears with collapsible stock on the weapon selection quick-menu, and its icon in the outfitting menu shows it in a mounted configuration, with a ballistic shield around the handguard and two-handed mounted grip/trigger instead of the pistol grip and stock. It is the seventh weapon unlocked via Assault points, for what little that's worth as, save for the raised upper portion of the handguard and slight differences in the coloration, it is completely identical in looks ''and'' stats to the starting Mk 46 below.&lt;br /&gt;
[[Image:FNminimiSPW.jpg|thumb|none|400px|FN Minimi SPW - 5.56x45mm]]&lt;br /&gt;
[[Image:RSV2m249.jpg|thumb|none|600px|Bishop wields an unmodified M249 SPW.]]&lt;br /&gt;
[[Image:RSV2m249ironsights.jpg|thumb|none|600px|The M249's iron sights in the game. In reality, shot placement would be above your point of aim.]]&lt;br /&gt;
[[Image:R6V2-M249SPW-1.jpg|thumb|600px|none|Bishop takes cover with the M249 SPW. Note the fixed stock.]]&lt;br /&gt;
[[Image:R6V2-M249-2.jpg|thumb|600px|none|Bishop opens the cover so he can change the belt of his M249 SPW.]]&lt;br /&gt;
[[Image:R6V2-M249-1.jpg|thumb|600px|none|Bishop pulls the charging handle of the M249 SPW.]]&lt;br /&gt;
[[Image:R6V2-M249-3.jpg|thumb|600px|none|The M249 SPW appears with a gun shield and spade grips during weapon customization.]]&lt;br /&gt;
The M249 SPW sometimes appears as an emplaced turret.&lt;br /&gt;
[[Image:R6V2-M249SPW-Turret.jpg|thumb|600px|none|Close-up of a turret in the game.]]&lt;br /&gt;
[[Image:R6V2-M249SPW-Turret2.jpg|thumb|600px|none|Bishop takes cover while manning a mounted M249 SPW.]]&lt;br /&gt;
[[Image:R6V2-M249-4.jpg|thumb|600px|none|Bishop fires the turret. When using a turret, the game always switches to third-person view.]]&lt;br /&gt;
[[Image:R6V2-M249-5.jpg|thumb|600px|none|All the turrets in the game have unlimited ammo, but must be reloaded when the 100-round ammo can runs out.]]&lt;br /&gt;
&lt;br /&gt;
==FN MK 46 Mod 0==&lt;br /&gt;
The [[FN Minimi#Mk 46 Mod 0|Mk 46 Mod 0]] appears in the game as &amp;quot;MK46&amp;quot;. It is the primary weapon used by Michael Walters in Bishop's team, and is the default machine gun available to Bishop as well.&lt;br /&gt;
[[Image:Mk46.jpg‎|thumb|none|450px|FN Mk 46 Mod 0 machine gun - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V2-MK46-1.jpg|thumb|none|600px|Michael Walters armed with a stock MK 46 Mod 0 machine gun. It is &amp;quot;stock&amp;quot;, because the grip is always equipped to the gun and cannot be removed.]]&lt;br /&gt;
[[Image:R6V2-MK46-2.jpg|thumb|none|600px|Bishop wields an MK 46 Mod 0 fitted with a reflex sight.]]&lt;br /&gt;
[[Image:R6V2-MK46-3.jpg|thumb|none|600px|Bishop guns down a goon with a scoped MK 46 Mod 0 machine gun.]]&lt;br /&gt;
[[Image:R6V2-MK46-4.jpg|thumb|none|600px|Bishop takes cover with the scoped MK 46 Mod 0.]]&lt;br /&gt;
[[Image:R6V2-MK46-5.jpg|thumb|none|600px|First part of the long reloading sequence: Here pictured Bishop removing the drum.]]&lt;br /&gt;
[[Image:R6V2-MK46-6.jpg|thumb|none|600px|Misaligned sights of the MK 46 Mod 0.]]&lt;br /&gt;
[[Image:R6V2-MK46-7.jpg|thumb|none|600px|Bishop with an almost empty MK 46 Mod 0. Note how the bullets actually disappeared from the belt. This is an extremely rare sight in video games.]]&lt;br /&gt;
[[Image:R6V2-MK46-8.jpg|thumb|none|600px|Bishop pulls the charging handle of the MK 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] sets its victims on fire. Also disrupts thermal vision for a short time.&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[Image:R6V2-ANM14-3.jpg|thumb|600px|none|The &amp;quot;Incendiary&amp;quot; during gadget selection.]]&lt;br /&gt;
[[Image:R6V2-ANM14.jpg|thumb|600px|none|Close-up of an AN/M14 grenade on the ground.]]&lt;br /&gt;
[[Image:R6V2-ANM14-2.jpg|thumb|600px|none|Bishop throws an AN/M14, with the spoon and pin still attached.]]&lt;br /&gt;
[[Image:R6V2-ANM14-4.jpg|thumb|600px|none|High-quality render of a few AN/M14 incendiary grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Breaching Charge==&lt;br /&gt;
Used to breach locked doors. Teammates can also be ordered to use them.&lt;br /&gt;
[[Image:R6V2-DoorBreacher.jpg|thumb|600px|none|A deployed breaching charge on a door.]]&lt;br /&gt;
&lt;br /&gt;
==C4 Charge==&lt;br /&gt;
Remotely detonated explosive charge used in both SP and MP modes. Can be used to &amp;quot;open&amp;quot; doors, as a more lethal alternative to the breaching charge.&lt;br /&gt;
[[Image:R6V2-C4.jpg|thumb|600px|none|Close-up of a C4 charge.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] can be used to lay down smoke screen. Often used by terrorists. Unlike in the first game in the series, now the teammates can be ordered to throw smoke grenades to the designated location.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:R6V2-M18Smoke.jpg|thumb|600px|none|The &amp;quot;Smoke&amp;quot; during gadget selection.]]&lt;br /&gt;
[[Image:R6V2-M18.jpg|thumb|600px|none|Close-up of a thrown M18 smoke grenade. It is a mystery how can the smoke get out of the grenade...]]&lt;br /&gt;
[[Image:R6V2-M18SmokeGrenade.jpg|thumb|600px|none|High-quality render of a few M18 smoke grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M47 CS Grenade==&lt;br /&gt;
The [[M47 CS grenade]] appears as &amp;quot;Tear Gas&amp;quot; in the game, and can only be used in MP. An XM50 Gas Mask can be used to protect against it multiplayer. This item is often restricted during multiplayer matches.&lt;br /&gt;
[[Image:XM47E3.jpg|thumb|none|150px|XM47E3 (standardized as the M47) CS grenade]]&lt;br /&gt;
[[Image:R6V2-XM47E3-1.jpg|thumb|none|600px|The &amp;quot;Tear Gas&amp;quot; during gadget selection. This CS grenade is one of the few equipment that cannot be used in the SP or CO-OP part of the game.]]&lt;br /&gt;
[[Image:R6V2-XM47E3-2.jpg|thumb|none|600px|Close-up of a thrown M47 grenade.]]&lt;br /&gt;
[[Image:R6V2-XM47E3-3.jpg|thumb|none|600px|...and the effects of walking into the green cloud of the M47.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade|M67]] is the resident fragmentation grenade in the game. The amount of grenades the player can carry depends on the selected difficulty level, with Recruit allowing 10, Normal 5, and Realistic 2; the player's AI teammates also carry 10 grenades combined, and can be ordered to throw them when under the Assault rules of engagement.&lt;br /&gt;
[[Image:M67.jpg|thumb|none|160px|M67 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:R6V2-Frag-2.jpg|thumb|600px|none|The &amp;quot;Frag Grenade&amp;quot; during gadget selection.]]&lt;br /&gt;
[[Image:R6V2-M67.jpg|thumb|600px|none|An M67 grenade on the ground.]]&lt;br /&gt;
[[Image:R6V2-Frag-1.jpg|thumb|600px|none|Bishop &amp;quot;blind-throws&amp;quot; a frag grenade. Note how the safety pin and spoon are still attached to the body of the grenade.]]&lt;br /&gt;
[[Image:R6V2-Frag-3.jpg|thumb|600px|none|High-quality render of two M67 fragmentation grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears as &amp;quot;Flashbang&amp;quot; in the game.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[Image:R6V2-Stun-1.jpg|thumb|600px|none|The &amp;quot;Flashbang&amp;quot; during gadget selection.]]&lt;br /&gt;
[[Image:R6V2-XM84.jpg|thumb|600px|none|A thrown M84 grenade in the game.]]&lt;br /&gt;
[[Image:R6V2-Stun-2.jpg|thumb|600px|none|High-quality render of a few M84 stun grenades.]]&lt;br /&gt;
&lt;br /&gt;
=Other Weapons=&lt;br /&gt;
==LPO-50 Flamethrower==&lt;br /&gt;
The [[LPO-50 flamethrower]] is seen on various posters and images promoting ''[[Far Cry 2]]''.&lt;br /&gt;
[[Image:LPO_main.jpg|thumb|none|350px|LPO-50 flamethrower with backpack and tube]]&lt;br /&gt;
[[Image:RSV2m468.jpg|thumb|601px|none|A Far Cry 2 poster inside the Las Vegas Convention Center.]]&lt;br /&gt;
&lt;br /&gt;
==Cut Weapons==&lt;br /&gt;
The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version. Some of these guns can be seen behind Bishop during weapon selection.&lt;br /&gt;
[[Image:R6V-CutWeapons.jpg|thumb|600px|none|From left to right: [[SIG-Sauer P226]], [[ Heckler &amp;amp; Koch UCP]], [[IMI Uzi]], [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]], [[USAS-12|Daewoo USAS-12]], [[Izhmash Saiga series shotgun#Saiga 12|Izhmash Saiga 12K]], [[Mossberg 500 Cruiser]], [[PKM]], [[Ultimax 100|ST Kinetics Ultimax 100 Mark 2]], [[M60E3]], [[SIG SG 550#SIG SG 550 SR|SIG SG 550 Sniper]] and [[Accuracy International AS50]] without scope.]]&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
 &lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six:_Vegas&amp;diff=1179498</id>
		<title>Rainbow Six: Vegas</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six:_Vegas&amp;diff=1179498"/>
		<updated>2018-04-21T22:01:02Z</updated>

		<summary type="html">&lt;p&gt;ATP2555: /* AK-47 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Rainbow Six: Vegas&lt;br /&gt;
|picture = vegasbox.jpg&lt;br /&gt;
|caption = Official Box Art&lt;br /&gt;
|series= Rainbow Six&lt;br /&gt;
|date= 2006&lt;br /&gt;
|developer=Ubisoft Montreal&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation Portable&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=Tactical First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Tom Clancy's Rainbow Six: Vegas''''' is a highly acclaimed first-person tactical shooter based on the ''Rainbow Six'' Universe created by [[Tom Clancy]]. It is the fifth installment in the ''Rainbow Six'' series. The game introduces numerous new features, including the regenerative health system, dynamic covers, deeper weapon customization and the ability to blindfire from covers. Players are also allowed to toggle the suppressor on their weapons anytime. The game correctly tracks the +1 round in the chamber and most weapons feature usable fire-mode selector switches.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rainbow Six: Vegas'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns act as tertiary weapons in the single-player campaign or terrorist hunts, and as secondaries in multiplayer. Unlike in most video games, pistols can only be swapped for other pistols. They can also be used in conjunction with a riot shield, or while rappelling on a rope. All pistols have unlimited ammo in all game modes.&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta 92FS]] appears in the game as the &amp;quot;92FS&amp;quot;, can be modified with suppressor, laser sight and high capacity magazines (+3 rounds) like the other pistols. It can also be found on an L.V.P.D. officer's body in one of the levels. The safety on the 92FS is always on.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:R6V-92FS-1.jpg|thumb|600px|none|Beretta 92FS in Vegas.]]&lt;br /&gt;
[[Image:R6V-92FS-2.jpg|thumb|600px|none|Attaching the sound suppressor onto the 92FS.]]&lt;br /&gt;
[[Image:R6V-92FS-3.jpg|thumb|600px|none|Reloading the suppressed Beretta.]]&lt;br /&gt;
[[Image:R6V-92FSwithSHIELD.jpg|thumb|600px|none|Using a suppressed Beretta 92FS with a shield.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 18C ==&lt;br /&gt;
The [[Glock 18C]] appears in the game and can be modified with a laser sight. For some fairness, the magazine size is limited to 10, whereas the standard Glock 17/18/34 magazine holds 17 rounds. Can fire in semi-auto and full-auto modes. Appears as &amp;quot;Glock 18&amp;quot;, however the compensator cuts can be seen clearly on the barrel.&lt;br /&gt;
[[Image:Glock18c_01-1-.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:R6V-G18C.jpg|thumb|600px|none|Holding the Glock 18C.]]&lt;br /&gt;
[[Image:R6V-G18-1.jpg|thumb|600px|none|Iron sights of the Glock 18C.]]&lt;br /&gt;
[[Image:R6V-G18-2.jpg|thumb|600px|none|Reloading the Glock 18C in R6V.]]&lt;br /&gt;
[[Image:R6V-G18CwithSHIELD.jpg|thumb|600px|none|Holding a G18C and a shield. When a handgun is used in conjunction with the shield, the game displays &amp;quot;SHIELD&amp;quot; instead of the weapon's name on the HUD.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch USP40 ==&lt;br /&gt;
The [[H&amp;amp;K USP]] appears in the game as the &amp;quot;USP40&amp;quot;, can be modified with sound suppressor, laser and high capacity magazines like the other pistols.&lt;br /&gt;
[[Image:H&amp;amp;KUSP40.jpg|thumb|400px|none|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:R6V-USP40-1.jpg|thumb|600px|none|The USP40 in the player's hands.]]&lt;br /&gt;
[[Image:R6V-USP40-2.jpg|thumb|600px|none|Iron sights of the USP.]]&lt;br /&gt;
[[Image:R6V-USP40-3.jpg|thumb|600px|none|Reloading the USP40 in R6: Vegas.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[H&amp;amp;K Mk 23 Mod 0]] appears in the game as the MK.23. Can be modified like all the pistols. It is the most popular pistol on online servers. It has front cocking serrations like the Phase II Prototype of the Mark 23.&lt;br /&gt;
[[Image:Mk23.jpg‎|thumb|450px|none|Heckler &amp;amp; Koch Mk 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:SOCOM.jpg‎|thumb|450px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knights Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[Image:R6V-MK23-1.jpg|thumb|600px|none|Iron sights of the MK.23.]]&lt;br /&gt;
[[Image:R6V-MK23-2.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V-MK23-3.jpg|thumb|600px|none|The player reloading an empty MK.23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark I ==&lt;br /&gt;
The [[Desert Eagle|Desert Eagle Mark I]] appears simply as &amp;quot;Desert Eagle&amp;quot; in the game. It can be modified with laser sight and high capacity magazines, but cannot accept a sound suppressor. It incorrectly holds 7 rounds (suggesting that it is the .50AE [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX]]), despite this particular model being only chambered in .357 Mag and having a 9-round capacity. The pistol's recoil is greater than all other sidearms except for the [[Taurus Raging Bull]]. The Raging Bull and Desert Eagle often get one shot kills with a less than perfect shot.&lt;br /&gt;
[[Image:DesertEagleMarkIstainless.jpg|thumb|none|450px|A matte stainless Desert Eagle MK I - .357 Magnum]]&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|450px|none|IMI Desert Eagle XIX - .50 Action Express&amp;lt;br&amp;gt;''Image shown for comparison.'']]&lt;br /&gt;
[[Image:R6V-DE-1.jpg|thumb|600px|none|Desert Eagle with hi-cap magazine. (Note &amp;quot;9&amp;quot; on the HUD.)]]&lt;br /&gt;
[[Image:R6V-DE-2.jpg|thumb|600px|none|Shooting the Desert Eagle Mark I.]]&lt;br /&gt;
[[Image:R6V-DE-3.jpg|thumb|600px|none|The player reloading the Desert Eagle Mark I. The older style safety can be clearly seen on this image.]]&lt;br /&gt;
&lt;br /&gt;
== Taurus Raging Bull ==&lt;br /&gt;
The [[Taurus Raging Bull]] revolver appears in the game, it can only be modified with laser. Some terrorists carry the Raging Bull as a secondary weapon. The one used in the game is most likely chambered for .480 Ruger due to its 6-round cylinder capacity and massive power.&lt;br /&gt;
[[Image:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|450px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[Image:R6V-BULL-1.jpg|thumb|600px|none|The Raging Bull in idle.]]&lt;br /&gt;
[[Image:R6V-BULL-2.jpg|thumb|600px|none|Iron sights of the Raging Bull. (Notice the missing sight dots.)]]&lt;br /&gt;
[[Image:R6V-BULL-3.jpg|thumb|600px|none|Reloading the Bull using a &amp;quot;speedloader&amp;quot;.]]&lt;br /&gt;
[[Image:R6V-BULL-4.jpg|thumb|600px|none|The player about to spin the cylinder after the reload.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns &amp;amp; Personal Defense Weapons =&lt;br /&gt;
&lt;br /&gt;
== Brügger &amp;amp; Thomet MP-9 ==&lt;br /&gt;
The [[Steyr TMP#Brugger &amp;amp; Thomet MP-9|Brügger &amp;amp; Thomet MP-9]] appears in the game as &amp;quot;MP9&amp;quot;, and it replaces the [[Steyr TMP]] of the previous R6 games. Can be modified with every attachment. Fires in full-auto and semi-auto, and holds 30 rounds.&lt;br /&gt;
[[Image:Mp9tmp.jpg|thumb|none|400px|Brügger &amp;amp; Thomet MP-9 - 9x19mm]]&lt;br /&gt;
[[Image:MP9.jpg|thumb|none|600px|B&amp;amp;T MP9 with reflex sight seen in third-person view, Xbox 360 version.]]&lt;br /&gt;
[[Image:R6V-MP9-1.jpg|thumb|600px|none|MP9 modified with reflex sight in Vegas.]]&lt;br /&gt;
[[Image:R6V-MP9-2.jpg|thumb|600px|none|Attaching the suppressor onto the submachine gun.]]&lt;br /&gt;
[[Image:R6V-MP9-3.jpg|thumb|600px|none|Reloading a suppressed MP9 in game.]]&lt;br /&gt;
&lt;br /&gt;
== FN P90 / P90TR ==&lt;br /&gt;
The [[FN P90]] appears in the game with and optional 3-round burst fire mode, even though the real weapon cannot fire in that mode. It can accept all attachments.&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:R6V-P90-1.jpg|thumb|600px|none|Shooting the P90 during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-P90-2.jpg|thumb|600px|none|P90 - Notice the magazine. The bullets actually disappear as the player shoots the weapon.]]&lt;br /&gt;
[[Image:R6V-P90-3.jpg|thumb|600px|none|Reloading the P90 in the game.]]&lt;br /&gt;
[[Image:R6V-P90-4.jpg|thumb|600px|none|Default sight of the P90.]]&lt;br /&gt;
The P90 turns into a [[FN P90#P90TR|P90TR]] once a reflex sight or rifle scope gets mounted on it.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|Fabrique Nationale P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:R6V-P90TR.jpg|thumb|600px|none|P90TR with Rifle scope.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5N ==&lt;br /&gt;
The [[H&amp;amp;K MP5#Heckler &amp;amp; Koch MP5A5|Heckler &amp;amp; Koch MP5N]] is the starting submachine gun in the game. Can be modified like all weapons in the game. The selector is correctly modeled as of the MP5N (safe/semi/auto), yet the gun can fire in 3-round burst mode, although the real MP5N does not have that fire mode.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler and Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[Image:MP5vegas.jpg|thumb|none|600px|MP5N's being fired in Rainbow Six: Vegas.]]&lt;br /&gt;
[[Image:R6V-MP5N-1.jpg|thumb|600px|none|MP5N in Vegas.]]&lt;br /&gt;
[[Image:R6V-MP5N-3.jpg|thumb|600px|none|Iron sights of the MP5N.]]&lt;br /&gt;
[[Image:R6V-MP5N-2.jpg|thumb|600px|none|Reloading an MP5N fitted with a suppressor and laser sight. The selector is always set between semi and automatic, no matter what fire-mode is actually selected.]]&lt;br /&gt;
[[Image:R6V-MP5N-4.jpg|thumb|600px|none|HK-slap...]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] with a 40-round magazine is in the game, and can be modified with everything. The suppressed MP7A1 is the secondary weapon of Jung when he isn't using a G36C and of Walter when he isn't using a Mk.48 machine gun.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with factory magazine and iron sights - 4.6x30mm]]&lt;br /&gt;
[[Image:MP7A1Vegas.jpg|thumb|none|600px|H&amp;amp;K MP7A1 in action, teammate Jung with H&amp;amp;K G36C and teammate Walter with Mk. 48.]]&lt;br /&gt;
[[Image:R6V-MP7A1-1.jpg|thumb|600px|none|H&amp;amp;K MP7A1 during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-MP7A1-3.jpg|thumb|600px|none|MP7A1 with reflex scope.]]&lt;br /&gt;
[[Image:R6V-MP7A1-2.jpg|thumb|600px|none|Reloading animation of the MP7A1.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch UMP45 ==&lt;br /&gt;
The [[H&amp;amp;K UMP|H&amp;amp;K UMP45]] appears in the game as one of the most powerful submachine guns. It is always fitted with a vertical fore-grip and can be modified like the other SMG's. Its &amp;quot;2-round burst&amp;quot; trigger group enables semi-auto, 2-round burst and fully automatic fire. The weapon has a high overall rating, the only drawback is the 25-round magazine.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|H&amp;amp;K UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:R6V-UMP-2.jpg|thumb|600px|none|Iron sights of the UMP45.]]&lt;br /&gt;
[[Image:R6V-UMP-1.jpg|thumb|600px|none|Reloading the UMP45. The safety is always on.]]&lt;br /&gt;
[[Image:R6V-UMP-3.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-11 ==&lt;br /&gt;
The [[MAC-10#MAC-11|Ingram MAC-11]] appears in the game with 32-round magazines and like the other weapons, it can be modified. Fires only in fully automatic. It is incorrectly shown firing from a closed bolt instead of open-bolt.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|400px|Ingram MAC-11 - .380 ACP]]&lt;br /&gt;
[[Image:R6V-MAC11-1.jpg|thumb|600px|none|The MAC-11 in Rainbow Six Vegas.]]&lt;br /&gt;
[[Image:R6V-MAC11-2.jpg|thumb|600px|none|Misaligned sights of the MAC-11.]]&lt;br /&gt;
[[Image:R6V-MAC11-3.jpg|thumb|600px|none|Reloading a suppressed MAC-11.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Battle Rifles =&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
The [[AK-47]] is used by guerillas in the Mexican levels, it can be modified with a laser sight, ACOG, reflex scope, suppressor, and rifle scope. Interestingly, it is modeled with the less curved 5.45mm magazine of the [[AK-74]] despite being a 7.62x39mm weapon.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|500px|Type I AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:AKOG.jpg|thumb|none|600px|AK-47 fitted with ACOG sight, Xbox 360 version]]&lt;br /&gt;
[[Image:R6V-AK-2.jpg|thumb|600px|none|AK-47 in Vegas.]]&lt;br /&gt;
[[Image:R6V-AK-1.jpg|thumb|600px|none|Reloading the AK-47. Note empty magazine being inserted.]]&lt;br /&gt;
[[Image:R6V-AK-3.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
[[Image:R6V-AK-4.jpg|thumb|600px|none|A Rainbow Operative holding a suppressed AK-47 during a terrorist hunt. Notice the modeling mistake of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H CQC ==&lt;br /&gt;
The First Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears in the game as &amp;quot;SCAR-H CQC&amp;quot; and is fitted with a non-removable vertical fore-grip. Can be modified with everything. In-game it holds an incorrect 30 rounds, the actual magazine capacity is 20 rounds. It is the preferred weapon of Gabriel Nowak during the Mexico mission.&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|500px|First Generation Fabrique Nationale SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SCAR.jpg|thumb|none|600px|FN SCAR-H in action.]]&lt;br /&gt;
[[Image:R6V-SCAR-1.jpg|thumb|600px|none|SCAR-H with ACOG.]]&lt;br /&gt;
[[Image:R6V-SCAR-2.jpg|thumb|600px|none|Attaching the suppressor onto the SCAR-H.]]&lt;br /&gt;
[[Image:R6V-SCAR-3.jpg|thumb|600px|none|Reloading the same weapon.]]&lt;br /&gt;
[[Image:R6V-SCAR-4.jpg|thumb|600px|none|The player about to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
== GIAT FAMAS F1 ==&lt;br /&gt;
The [[FAMAS|FAMAS F1]] appears in the game simply as &amp;quot;FAMAS&amp;quot;. Very powerful and accurate weapon, but has only a 25-round magazine.&lt;br /&gt;
[[Image:Famas.jpg|thumb|none|500px|GIAT FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FAMASacog.jpg|thumb|none|600px|FAMAS in the Xbox 360 version fitted with an ACOG.]]&lt;br /&gt;
[[Image:R6V-FAMAS-2.jpg|thumb|600px|none|FAMAS F1 with ACOG during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-FAMAS-1.jpg|thumb|600px|none|Third person view of the FAMAS.]]&lt;br /&gt;
[[Image:R6V-FAMAS-3.jpg|thumb|600px|none|Reloading the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|H&amp;amp;K G36C]] is in the game, it can be modified with everything. It is the primary weapon of Jung.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V-G36C-2.jpg|thumb|600px|none|Shooting the G36C.]]&lt;br /&gt;
[[Image:R6V-G36C-1.jpg|thumb|600px|none|Iron sights of the G36C.]]&lt;br /&gt;
[[Image:R6V-G36C-3.jpg|thumb|600px|none|G36C in third person.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G3KA4 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#H&amp;amp;K G3KA4|H&amp;amp;K G3KA4]] is in the game, it can be modified with everything. In-game it holds an incorrect 30 rounds in a 20-round magazine.&lt;br /&gt;
[[Image:G3KA4.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3KA4 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:G3KA4vegas.jpg|thumb|none|600px|H&amp;amp;K G3KA4 fitted with ACOG.]]&lt;br /&gt;
[[Image:R6V-G3-1.jpg|thumb|600px|none|The G3KA4 in Vegas. (Notice the HUD indicating 30+1 bullets in the weapon, which is not realistic, because the G3KA4 in this game is loaded with a 20-round magazine.)]]&lt;br /&gt;
[[Image:R6V-G3-4.jpg|thumb|600px|none|The G3KA4 with reflex scope.]]&lt;br /&gt;
[[Image:R6V-G3-2.jpg|thumb|600px|none|Attaching the sound suppressor onto the G3KA4.]]&lt;br /&gt;
[[Image:R6V-G3-3.jpg|thumb|600px|none|HK-slap...]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch XM8 ==&lt;br /&gt;
The Malaysian version of the [[Heckler &amp;amp; Koch XM8]] appears in the game as the &amp;quot;M8&amp;quot;, assuming that in the Rainbow Six universe the U.S. Military has adopted the rifle and thus dropped the &amp;quot;X&amp;quot; prefix. It can be modified with everything. Very popular weapon on multiplayer servers.&lt;br /&gt;
[[Image:XM8.JPG|thumb|none|500px|Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8-Malaysia.jpg|thumb|none|500px|Heckler &amp;amp; Koch XM8 (Malaysian version) - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8vegas.jpg|thumb|none|600px|An XM8 with ACOG in an MP match, teammate with an MG36.]]&lt;br /&gt;
[[Image:R6V-M8-1.jpg|thumb|600px|none|Player holding an XM8 modded with a laser sight.]]&lt;br /&gt;
[[Image:R6V-M8-2.jpg|thumb|600px|none|Reloading the same weapon.]]&lt;br /&gt;
[[Image:R6V-M8-3.jpg|thumb|600px|none|Attaching the sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Tavor TAR-21 ==&lt;br /&gt;
The [[Tavor TAR-21]] is in the game as the &amp;quot;MTAR21&amp;quot; even though the MTAR-21 is actually the micro version (see the cut weapons section below for why it was named as such). It can be modified with everything, however choosing no attachments will still put an ITL MARS sight onto it, because iron sights are not available. It is very popular on online servers due to their high rate of fire. Players who have taken a liking to the Tavor have often been called &amp;quot;MTARDs&amp;quot;.&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm ]]&lt;br /&gt;
[[Image:R6V-TAR-3.jpg|thumb|600px|none|TAR-21 with ACOG.]]&lt;br /&gt;
[[Image:R6V-TAR-1.jpg|thumb|600px|none|TAR-21 with ITL MARS red dot sight. Iron sights are not available for this weapon.]]&lt;br /&gt;
[[Image:R6V-TAR-2.jpg|thumb|600px|none|Reloading the TAR-21 in Vegas.]]&lt;br /&gt;
&lt;br /&gt;
== SIG SG 552 ==&lt;br /&gt;
The [[SIG SG 550#SIG SG 552|SIG SG 552]] appears in the game as the &amp;quot;552 Commando&amp;quot; and can be modified with a reflex scope, ACOG, laser sight or rifle scope. It features a full-length rail on the top for mounting optics. It is modeled with 20-round magazines, but holds 30 rounds.&lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|500px|none|SIG SG 552 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:Sig552vegas.jpg|thumb|none|600px|The &amp;quot;552 Commando&amp;quot; with ACOG in Rainbow Six: Vegas.]]&lt;br /&gt;
[[Image:R6V-552-1.jpg|thumb|600px|none|SG 552 with reflex sight in Mexico.]]&lt;br /&gt;
[[Image:R6V-552-2.jpg|thumb|600px|none|Third person view of the SG 552.]]&lt;br /&gt;
[[Image:R6V-552-3.jpg|thumb|600px|none|Reloading animation of the SG 552.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr AUG A3-CQC ==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is in the game as the &amp;quot;AUG A3&amp;quot; and can be modified with everything. It is portrayed with a selector (with semi and auto fire modes), while the real AUGs have no selectors, but two-stage triggers instead.&lt;br /&gt;
[[Image:6.Steyr AUG A3.jpg|thumb|none|500px|Steyr AUG A3-CQC with Surefire M900 weaponlight fore-grip and EOTech holographic sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:R6V-AUG-3.jpg|thumb|600px|none|The AUG A3 fitted with sound suppressor and ACOG.]]&lt;br /&gt;
[[Image:R6V-AUG-1.jpg|thumb|600px|none|Iron sights of the AUG A3.]]&lt;br /&gt;
[[Image:R6V-AUG-2.jpg|thumb|600px|none|The player reloading the AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. It can be modified with laser sights, rifle scope and reflex sight. It is portrayed as a pump-action shotgun, although the real-life one is select fire pump-action/semi-auto.&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|thumb|none|500px|Benelli M3 Super 90 - 12 Gauge]]&lt;br /&gt;
[[Image:R6V-M3-1.jpg|thumb|600px|none|M3 Super 90 in Vegas.]]&lt;br /&gt;
[[Image:R6V-M3-2.jpg|thumb|600px|none|The player pumping the shotgun.]]&lt;br /&gt;
[[Image:R6V-M3-3.jpg|thumb|600px|none|The player about to insert some shells into the M3 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
== C-More Systems M26 MASS ==&lt;br /&gt;
The [[XM-26 LSS|M26 MASS (Modular Accessory Shotgun System)]] appears in the game as &amp;quot;XM-26 LSS&amp;quot; (LSS standing for Lightweight Shotgun System) and is only used in a stand-alone configuration. In reality, the M26 is more often used as a under-barrel mount system for M16/M4-type weapons. The actual weapon is a manually-operated straight-pull bolt-action shotgun and does not have a semi-auto or automatic capability as depicted in the game. It can be modified with a laser sight, a rifle scope, or a reflex sight.&lt;br /&gt;
[[File:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS with M4-style telescoping stock and pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:LSS.jpg|thumb|none|600px|The M26 MASS in the game. If features flip-up iron sights.]]&lt;br /&gt;
[[Image:R6V-MASS-1.jpg|thumb|600px|none|Iron sights of the M26 MASS.]]&lt;br /&gt;
[[Image:R6V-MASS-2.jpg|thumb|600px|none|Reloading the M26 MASS in the game.]]&lt;br /&gt;
[[Image:R6V-MASS-3.jpg|thumb|600px|none|Player pulling the charging handle of the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[SPAS 12|Franchi SPAS-12]] appears in the game, it can be modified with laser sights, rifle scope and reflex sights. Just like the M3 Super 90, it is restricted to pump-action mode.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Spas.jpg|thumb|none|600px|SPAS-12, Xbox 360 version.]]&lt;br /&gt;
[[Image:R6V-SPAS-1.jpg|thumb|600px|none|Iron sights of the SPAS-12.]]&lt;br /&gt;
[[Image:R6V-SPAS-2.jpg|thumb|600px|none|The player pumping the SPAS-12 right after the explosion of a flashbang.]]&lt;br /&gt;
[[Image:R6V-SPAS-3.jpg|thumb|600px|none|Reloading the same shotgun.]]&lt;br /&gt;
[[Image:R6V-SPAS-4.jpg|thumb|600px|none|Blindfiring at a terrorist with the SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870MCS (Modular Combat Shotgun) ==&lt;br /&gt;
The [[Remington 870]] appears in the game as the &amp;quot;870MCS&amp;quot;, it can be modified with laser sights, rifle scope and reflex sights.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|500px|Remington 870 MCS - 12 Gauge]]&lt;br /&gt;
[[Image:R6V-870-1.jpg|thumb|600px|none|Player holding the Remington 870MCS.]]&lt;br /&gt;
[[Image:R6V-870-2.jpg|thumb|600px|none|Reloading animation of the 870MCS.]]&lt;br /&gt;
[[Image:R6V-870-3.jpg|thumb|600px|none|Player pumping the shotgun fitted with laser sight.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] appears in the game as the only semi-automatic sniper rifle. Has a 5+1 round capacity. Like the other sniper rifles, it can be modified with a 12x Scope. Appears as &amp;quot;PSG1&amp;quot;.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-PSG-1.jpg|thumb|600px|none|The PSG-1 in Vegas.]]&lt;br /&gt;
[[Image:R6V-PSG-2.jpg|thumb|600px|none|Reloading the PSG-1.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash SV-98 ==&lt;br /&gt;
The [[Izhmash SV-98]] appears in the game, like the other sniper rifles, it can be modified with a 12x Scope.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|500px|Izhmash SV-98 - 7.62x54mm]]&lt;br /&gt;
[[Image:R6V-SV-1.jpg|thumb|600px|none|The SV-98 in player's hands.]]&lt;br /&gt;
[[Image:R6V-SV-2.jpg|thumb|600px|none|Pulling the bolt of the SV-98.]]&lt;br /&gt;
&lt;br /&gt;
== Remington/USMC M40A1 ==&lt;br /&gt;
The [[M40 sniper rifle|M40A1 sniper rifle]] appears in the game, like the other sniper rifles, it can be modified with bigger scopes. The rifle is portrayed having a box magazine, while the real M40A1 has a 5-round internal magazine.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg‎|thumb|none|500px|Remington M40A1 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-M40-1.jpg|thumb|600px|none|The M40A1 appears with woodland camo finish.]]&lt;br /&gt;
[[Image:R6V-M40-2.jpg|thumb|600px|none|Pulling the bolt of the M40A1.]]&lt;br /&gt;
[[Image:R6V-M40-3.jpg|thumb|600px|none|Reloading animation of the M40A1.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr Scout Tactical ==&lt;br /&gt;
The [[Steyr Scout]] appears in the game, like the other sniper rifles, it can be modified with a 12x Scope.&lt;br /&gt;
[[Image:Scout.jpg|thumb|none|500px|Steyr Scout Tactical - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-SCOUT-1.jpg|thumb|600px|none|The Scout Tactical during a terrorist hunt.]]&lt;br /&gt;
[[Image:R6V-SCOUT-2.jpg|thumb|600px|none|Pulling the bolt of the Scout.]]&lt;br /&gt;
[[Image:R6V-SCOUT-3.jpg|thumb|600px|none|Reloading the same weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== FN M249 SPW ==&lt;br /&gt;
The [[FN Minimi#FN Minimi SPW|M249 SPW]] appears in the game as &amp;quot;M249 SPW&amp;quot;, and can be modified with Reflex sight, laser sight, rifle scope and better butt-stock. Sometimes appears in form of a mounted turret. It is the primary weapon of Kan.&lt;br /&gt;
[[Image:FNminimiSPW.jpg|thumb|none|500px|FN Minimi SPW with 100-round cloth ammo bag and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V-SPW-1.jpg|thumb|600px|none|The M249 SPW in Vegas.]]&lt;br /&gt;
[[Image:R6V-SPW-3.jpg|thumb|600px|none|Iron sights of the SPW.]]&lt;br /&gt;
[[Image:R6V-SPW-2.jpg|thumb|600px|none|Reloading the M249 SPW.]]&lt;br /&gt;
&lt;br /&gt;
== FN MK 46 Mod 0 ==&lt;br /&gt;
The [[FN Minimi|FN MK 46 Mod 0]] is in the game, it can be modified with reflex sight, laser sight, rifle scope and better stock.&lt;br /&gt;
[[Image:Mk46.jpg‎|thumb|none|500px|Mk 46 Mod 0 machine gun - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V-MK46-1.jpg|thumb|600px|none|The MK46 in Vegas.]]&lt;br /&gt;
[[Image:R6V-MK46-2.jpg|thumb|600px|none|The bullets on the belt actually disappear as the gun becomes empty.]]&lt;br /&gt;
[[Image:R6V-MK46-3.jpg|thumb|600px|none|Reloading the MK46.]]&lt;br /&gt;
[[Image:R6V-MK46-4.jpg|thumb|600px|none|The player pulling the charging handle of the LMG.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21E ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] appears in the game as &amp;quot;21E&amp;quot;. Can be modified with Reflex sight, laser sight, rifle scope and better buttstock.&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:R6V-21E-1.jpg|thumb|600px|none|The HK21E in the game.]]&lt;br /&gt;
[[Image:R6V-21E-2.jpg|thumb|600px|none|Iron sights of the same LMG.]]&lt;br /&gt;
[[Image:R6V-21E-3.jpg|thumb|600px|none|HK21E in third person view. The gun in the game is limited to fully automatic fire, even though the semi-auto and 3-round burst options can be seen on the selector.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MG36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG36]] is frequently used by enemies in the game, it can be modified with Reflex sight, laser sight, rifle scope and better buttstock.  Unlike its counterpart in the Ghost Recon series, the MG36 in the Vegas spin-offs lack the select-fire capability (semi, 2-burst, auto) of an actual MG36.&lt;br /&gt;
[[Image:MG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG36 - 5.56mm with Beta-C drum magazine]]&lt;br /&gt;
[[Image:R6V-MG36-1.jpg|thumb|600px|none|The MG36 in the game.]]&lt;br /&gt;
[[Image:R6V-MG36-2.jpg|thumb|600px|none|The default sight of the MG36.]]&lt;br /&gt;
[[Image:R6V-MG36-3.jpg|thumb|600px|none|The player reloading the MG36.]]&lt;br /&gt;
[[Image:R6V-MG36-4.jpg|thumb|600px|none|MG36 - Third person view.]]&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] appears in the game as the &amp;quot;incendiary grenade&amp;quot;, and can set enemies on fire with an orange &amp;quot;mist&amp;quot;, but disrupts thermal vision.&lt;br /&gt;
[[Image:AN-M14_Incendiary_Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[Image:R6V-ANM14.jpg|thumb|600px|none|The AN/M14 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==Breaching Charge==&lt;br /&gt;
Breaching charges are used to quickly open closed doors. The explosion can kill the enemies behind the door at extremely close range.&lt;br /&gt;
[[Image:R6V-DoorBreacher-1.jpg|thumb|600px|none|The Breaching charge in the game.]]&lt;br /&gt;
[[Image:R6V-DoorBreacher-2.jpg|thumb|600px|none|Detonating a breaching charge.]]&lt;br /&gt;
&lt;br /&gt;
==C4 Charge==&lt;br /&gt;
The C4 charge can be used to set up ambushed and kill enemies from a safe distance. It can also be used as an improvised breaching charge, with a larger kill radius but without disorientating any other occupants of the room.&lt;br /&gt;
[[Image:R6V-C4-1.jpg|thumb|600px|none|A C4 charge in the game.]]&lt;br /&gt;
[[Image:R6V-C4-2.jpg|thumb|600px|none|Using the remote to detonate the C4.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] appears in the game and can be used to conceal the movements of the player and the team, the team being able to use thermal imaging to see through the smoke. Some enemies will also use these as well on occasion.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:R6V-M18.jpg|thumb|600px|none|The M18 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears in the game as the standard fragmentation grenade. The player must take care using it, as it can easily cause fratricide if misused.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:R6V-M67.jpg|thumb|600px|none|The M67 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game being used by members of the Rainbow team during &amp;quot;flash and clear&amp;quot; dynamic room entries, being tossed into a room to disorient enemies so they can be eliminated. Enemies will occasionally use them as well.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[Image:R6V-M84.jpg|thumb|600px|none|The M84 grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
=Other / Unusable Weapons=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A nickel plated [[M1911A1]] can be seen on the weapon customization menu.&lt;br /&gt;
[[Image:NickelM1911A1.jpg|thumb|400px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:R6V-M1911.jpg|thumb|600px|none|The M1911A1 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor MTAR-21 Prototype==&lt;br /&gt;
The TAR-21 shows up as the [[Tavor TAR-21 rifle series#IMI Micro Tavor MTAR-21|MTAR-21 Prototype]] during the weapon selection quick-menu. Since the TAR-21 appears as &amp;quot;MTAR21&amp;quot;, this weapons was probably planned but changed to the full variant before release.&lt;br /&gt;
[[Image:MicroTavora.jpg|thumb|400px|none|IMI Tavor MTAR-21 Prototype with ITL MARS red dot sight and 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:R6V-MTAR21.jpg|thumb|600px|none|MTAR-21 Prototype above the G3KA4.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPG&amp;quot;==&lt;br /&gt;
In some scripted events, the terrorists fire rockets at the player. It is unknown what weapon model being is used, because only the rocket coming towards the player can be seen. One of the team members says that it is an RPG.&lt;br /&gt;
&lt;br /&gt;
==Cut Weapons==&lt;br /&gt;
The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version.&lt;br /&gt;
[[Image:R6V-CutWeapons.jpg|thumb|600px|none|From left to right: [[SIG-Sauer P226]], [[ Heckler &amp;amp; Koch UCP]], [[IMI Uzi]], [[VSS Vintorez#SR-2 Veresk|TsNIITochMash SR-2M Veresk]], [[USAS-12|Daewoo USAS-12]], [[Izhmash Saiga series shotgun#Saiga 12|Izhmash Saiga 12K]], [[Mossberg 500 Cruiser]], [[PKM]], [[Ultimax 100|ST Kinetics Ultimax 100]], [[M60E3]], [[SIG SG 550#SIG SG 550 SR|SIG SG 550 Sniper]] and [[Accuracy International AS50]].]]&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>ATP2555</name></author>
	</entry>
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